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{{forumheader|Fan Fiction}}<!-- Please put your content below this line. Be sure to sign your edits with four tildes: ~~~~ -->
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{{Article quote|Time is of the essence. End the threat of the Almighty to our city once and for all.}}
{{Article quote|Time is of the essence. End the threat of the Almighty to our city once and for all.}}
The '''Takedown on the Almighty''' is a [[Cabal]] [[Forum:Takedown|Takedown]] released following the [[Season of the Worthy]]. A culmination of every feat in the Season of the Worthy, Guardians must return to the Almighty and destroy the source of a psionic barrier that the [[Red Legion]] had unleashed in a desperate effort to prevent the destruction of the Almighty. Players are prompted to carve through the fierce Cabal opposition and race through the rusted machinery of the massive warship, gathering new, unique Red Legion-themed gear and weaponry, as well as an opportunity to gain the [[Heir Apparent]] through fiercer opposition and more relentless encounters.
The '''Takedown on the Almighty''' is a Cabal Takedown released following the Season of the Worthy. A culmination of every feat in the [[Season of the Worthy]], Guardians must return to the Almighty and destroy the source of a psionic barrier that the Red Legion had unleashed in a desperate effort to prevent the destruction of the Almighty. Players are prompted to carve through the fierce Cabal opposition and race through the rusted machinery of the massive war ship, gathering new, unique Red Legion themed gear and weaponry, as well as an opportunity to gain the [[Heir Apparent]] through fiercer opposition and more relentless encounters.
==Overview==
==Overview==
After the culmination of all of the [[Guardian]]s' efforts, [[Rasputin]] was finally ready to blow the Almighty off its collision course towards [[Earth]]. However, the remaining sister of the [[Niruul, the Hollow Voice|Red]] [[Ozletc, the Sky Piercer|Legion]] [[Tazaroc, the Sun Eater|Flayers]], [[Amtec]], caught on to the Vanguard's goal and made a desperate ploy to shield the Almighty and keep it on its path down. After discovering the recent development, [[Zavala]] would reach out to any Guardian capable, asking them to board the Almighty and take down its shielding and end the Red Legion's threat to the [[Solar System]] once and for all.
After the culmination of all of the [[Guardian]]s' efforts, [[Rasputin]] was finally ready to blow the Almighty off its collision course towards [[Earth]]. However, the remaining sister of the [[Niruul, the Hollow Voice|Red]] [[Ozletc, the Sky Piercer|Legion]] [[Tazaroc, the Sun Eater|Flayers]], [[Amtec]], caught on to the Vanguard's goal and made a desperate ploy to shield the Almighty and keep it on its path down. After discovering the recent development, [[Zavala]] would reach out to any Guardian capable, asking them to board the Almighty and take down its shielding and end the Red Legion's threat to the [[Solar System]] once and for all.


Unlike [[Raid]]s and [[Dungeon]]s, the Takedown lacks heavily mechanic-based encounters, instead, relying on numerous enemies and the progression through them, save for the boss encounters, in a similar fashion to that of [[Strike]]s. For balancing, the difficulty of the Takedown will scale to the number of present players, the Fireteam Leader's power level and choice of modifiers. Most prominent of these features is the unforgiving checkpoint system, only offering three save spots: the beginning, after defeating Val Sartuum and after defeating Primus Kala'tam for those who embarked on the [[Heir Apparent]] weapon quest.
Unlike [[Raid]]s and [[Dungeon]]s, the Takedown lacks heavily mechanic based encounters, instead, relying on numerous enemies and the progression through them, save for the boss encounters, in a similar fashion to that of [[Strike]]s. Most prominent of these features is the unforgiving checkpoint system, only offering three save spots: the beginning, after defeating Val Sartuum and after defeating Primus Kala'tam for those who embarked on the [[Heir Apparent]] weapon quest.


==Gameplay==
==Gameplay==
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===The Pyroducts===
===The Pyroducts===
With all other paths leading to the central bridge of the ship barred off, the Guardian(s) now must enter the Ship's vast Pyroducts. Reaching a massive storage room locked down on all sides and catwalks by doors, the Guardian(s) must seek out a ventilation shaft in the northern section of the room and progress through it before falling into a maintenance catwalk overlooking the massive channels originally used to siphon the power of planets and turn them into fuel. Connecting to a terminal within the massive system, the Guardian(s) can summon sparrows to make traversal through the massive system faster. The fireteam can continue down the seemingly endless and winding passageways until Cabal chatter will demand the activation of the Pyroducts. Players will start hearing a droning sound in the distance, as well as notice glowing within the channel's grooves. If the team remains within the Pyroducts for too long, searing energies will engulf the Pyroducts and vaporize whoever remains inside. To avoid this, the fireteam must duck and weave into saferooms, vents and maintenance by-ways on the sides or above the ducts themselves. While a single person might not find any problem attempting to avoid disintegration, multiple Guardians may need to coordinate the activation of the saferooms by destroying circuits at the same time. The Pyroducts will remain ablaze for about 10 seconds before powering down to recharge. While the activation time is random, the minimum time to activation is usually 10 seconds to a max of 20, while the activation itself takes about 15 seconds to fully ignite the passages. While avoiding the sheer power of the ducts, the Guardian(s) will have to also deal with Cabal teams dispatched to those rooms in the hopes of eliminating the trapped fireteam, in addition to one of the new Psion variants; greater numbers of resilient hostiles and even the new Psion archetypes will show up the higher the number of players. Once all forces are eliminated, the team can exit their hiding spots and progress further through the Pyroducts.
The layout of the Pyroducts will change the further in the team goes, as the ducts dip and rise according to the layout of the vessel. Sometimes, the sparrow-riding Guardian(s) must choose a path of the Pyroducts and either ford a massive chasm connected to the ducts or abandon the sparrow outright to make a sheer climb, while some portions will have unfurled service panels supporting Scorpius turrets to hail fire on the progressing team. Irregardless, the fireteam must progress further and further into the system, all the while avoiding being incinerated and racing against the clock to get to the other side. Once the team collectively gathers to a plug in the system, they must make one last push up the system, lest they get burned up by the Pyroducts entirely, as they reach a pair of connecting saferooms and deal with the reinforcements there. However, they will notice that the Pyroducts will remain ablaze and the flow of reinforcements will not stop pouring into the rooms. To end the flow of Cabal forces, shut down the Pyroducts and further progress through the craft, the Guardian(s) must eliminate necessary forces and interface with terminals to lock down doors and shut down the flow of heat. While one may be able to deal with this one at a time, a team may need to coordinate activations to see it through. Once successfully shut down, the Pyroducts will stop their flow and the team may further progress deeper into the system, accessing another plug door and reaching a door that allows access into a maintenance hallway, locked doors, terminals and loose wires hanging all around, as the team is lead to an unlocked door leading to a catwalk overlooking a debris-littered silo.


===Val Sartuum, Insatiable Strife===
===Val Sartuum, Insatiable Strife===
Upon descending into the silo, the fireteam can attempt to approach one of four doors on each side of the cylindrical arena to attempt to progress, only to find it quickly close on them. After hearing cackling from above, the team will be confronted by [[Forum:Val Sartuum, Insatiable Strife|Val Sartuum, Insatiable Strife]], who will taunt the team before attacking and his health bar appears at the bottom of the screen. While Val Sartuum bears a lot of health for the fireteam to attempt to chew through, he can be damaged at the team's leisure without having to worry about complex mechanics to reach a damage phase. As a [[Centurion]], he will maintain a medium distance from the team and hose into them with a {{Icon|Solar}} Red Legion [[Slug Rifle]] and slam the ground if any happen to get too close in order to knock them away. However, Val Sartuum will also attempt to blast the team with {{Icon|Arc}} cluster Mortars fired off from his backpack, which will impact a wide area and deal nigh-fatal damage to any individual caught in the blast of the attack.
Additionally, he will attempt to slam the ground on his own volition with his modified gauntlet and cause the very earth of the silo to shake violently, applying the Tremor debuff to any individual still on the ground, and will stack as he continues to power the gauntlet into the earth, mitigating movement and removing the ability to jump, thus making any Guardian target easy pickings for Val Sartuum and his allies. Cabal reinforcements will continue to pour from the ceiling and vents dumping into the silo, so the Guardian(s) should split their attention on Val Sartuum himself when things are tame and move on to the reinforcements if they prove overwhelming. Sometimes, after slamming the ground, Val Sartuum will launch a special shell from his backpack that will coat a sliver of the arena in a toxic gas that will slowly chip away at health. While not significant at first, after enough time has elapsed, Val Sartuum will trigger an alternate firing mode on his Red Legion Slug Rifle and ignite the gas in an instant, killing any Guardian still in the area of the gas and coating the area in scorching flame for around 20 seconds. At lower health, Val Sartuum will fire more of these shells, often linking them together to affect a far bigger area. He is also capable of generating a dome shield around him to protect him and his allies from assault, while also being able to retaliate against their attackers, which can be disrupted upon entering the shield and dealing enough damage to him or waiting it out long enough.
The arena will appear relatively open for players and the Cabal attackers. However, once a third of Val Sartuum's health is lost, he will enter a state of temporary immunity and enter the center of the arena before interfacing with a personal terminal, after which the entire arena will be marked as a target for bombardment. If any player remains in the silo, they will be blasted to pieces by a saturation bombardment from Sartuum's volley. In these temporary moments, the Guardian(s) must seek out the new Psion variants and quickly eliminate them to acquire passkeys to the sealed doors on the four sides of the arena. After quickly eliminating either the Retiarius, Hoplomachus or Murmillo, the Guardian(s) should seek out the nearest door, insert the keys, seek refuge inside and manually close the door after pulling a lever. If the fireteam successfully manages to evade pulverization, they will hear the sheer volume of explosive and laser weaponry eviscerating the silo outside, after which, the door will automatically open up, allowing the team to slightly descend into a new arena changed by the bombardment; once the door opens up, Sartuum will fire off a Cloudburst shell into the room and ignite it, killing any Guardian who remains inside. The new arena in question will have changed drastically, with stone cover and Vex debris being far more prevalent, but new vents have opened up for Cabal reinforcements, which will become more close-quarters focused, with many either being shotgun-armed Legionaries or Incendiors. Val Sartuum will do another bombardment again once he loses another third of his health and the Guardian fireteam's method of escape remaining the same, the only caveat being that they need to maneuver up some debris in order to access one of the doors. The final arena will be further down into the silo and will bear tall stone pillars from which Sartuum will assault his opponents and cover is a bit more prevalent, but now reinforcements will be mainly melee focused, with a high volume of [[War Beast]]s and [[Gladiator]]s. Once Val Sartuum is dispatched all Cabal reinforcements will retreat and the team can receive keycodes from the slain bodyguard to access a newly revealed door in the changed Silo, allowing access further into the Almighty's systems.


===The Long March===
===The Long March===
Bypassing the mechanical components of the Almighty at long last, thanks to Val Sartuum's codes, the team now makes it to the long bridges leading to the very bridge of the ship. The team can see now that the ship itself is closer to Earth, signifying that their time is running out. Here, however in their way on the bridge itself, a massive contingent of Cabal await them, with scattered cover here and there providing both Guardian and Cabal protection from each other's wrath. This section is a massive gauntlet of combat, with the Guardian's main objective to reach the end and access the bridge and hopefully end this madness once and for all. The Cabal will throw everything they have at the Guardian, from onslaught after onslaught of Legionnaires, Phalanxes, War Beasts, Incendiors, Gladiators, Centurions and Colossi. Further down the bridge, Harvesters will deploy Interceptors and even Goliaths in their vain goal of stopping the Guardians from reaching the source of the shielding. On top of that, Harvesters will attempt to blast the Guardians with their Turrets, aided by Thresher support as well.
As the team moves further down the bridge, they will soon find only more and more support incoming, on top of incoming bombardment from nearby turrets, further enhancing the madness the team must endure on that bridge. This time, even the new Psion variants will join in on the fray; anything to keep the Guardians away, even the elite of the Psionic insurgency commanding the ship. Upon reaching the halfway point on the bridge, however, the entire bridge will be marked for detonation. In order to evade certain death, the Guardian(s) must seek out a nearby [[Harvester]] and board the top of it. Following which, the Guardian(s) can look back and see the entire bridge get destroyed in a hail of fire. On top the Harvester, the team must be wary of Psion snipers in roosts between their former bridge and an upcoming new one. Once the new bridge is reachable, players must disembark before the Harvester flips and dives. Upon landing, the team must deal with a whole new onslaught of Cabal and progress on this newly reinforced bridge, now supported by far more resilient and aggressive units, on top of fortifications with Scorpius turrets. The team endures the hardships and, at long last, through sheer perseverance against Interceptor-backed Goliaths, heavy Cabal forces and immense psionic might, reaches the other side, now within reach of the bridge. But now, they should notice the way is blocked by more fortifications and the door is locked not just under mechanical security, but also through psionic power too.


===Last Stand===
===Last Stand===
Facing one last obstacle before their final confrontation with the mastermind of this operation, the Guardian(s) must now attempt to open the door to the bridge by gathering both command keys and dispersing psionic power. Additionally, a nonstop flow of reinforcements will continue to pour into the arena in an effort to stop the Fireteam from accessing the bridge, and even defense systems will activate to deny them access. Distant mortars will hail the arena with explosive fire, eviscerating any opponent in their blast radius or, at the least, forcing them into the open. Beside the door are two inactive Cabal turrets that will spark to life every once in a while, signified by a loud series of beeps. Upon activation, the turrets will begin to spool up their weapons with a discernible drone before clicking and firing, sweeping the arena from left to right, back and forth three times, killing any being still in the open and in their barrage instantly before powering down. Thus, players must seek cover from the barrage all the while contending with their Cabal adversaries, too seeking cover from the barrage.
In order to properly open the door, as previously mentioned, it requires a mix of both gathering key codes and splintering the psionic grip on the door. For the keys, they must be acquired from boss Cabal units or vehicles that will also make an appearance in the arena. The more keys acquired, the more complicated acquiring them will be. For example, some units will be shielded by [[Psion Commander]] backup while other Incendiors will utilize Dome Shield with scorching effects, forcing players into a possible killzone for keys. Irregardless, upon gathering enough keys, the players must form them into a single access code that can be used on the door, interfacing with a terminal and holding the line until it is completed. Upon completion, the singular key can be input into the door, beginning to unlock it. This process must be completed three times.
Meanwhile, the psionics forcing the door shut must be done through eliminating the Psion back up. In order to do that, the Guardians must provoke the elite Psion units out from hiding by either slaying special Psion Commanders, eliminating Flayer Guard or neutralizing Psion Covens hidden around the arena. Upon doing so, the Elites will arrive to deal with the Guardians, and can be disposed of at the Guardians' leisure. When the turrets activate however, the Elites will envelop themselves in a psionic shield much like a Psion Commander, albeit larger, and gain full immunity; this immune shield can be exploited by Guardians so that they too can avoid being shredded by the turrets. Each Elite elimination will slowly but surely drain the door of it's psionic influence until at least five of the elites are eliminated.
Once both physical and psionic security mechanisms have been dealt with, the fireteam will have to endure one last challenge, as psionic energy will bolster once more and a trio of the Elites and a massive contingent of Cabal forces will challenge the fireteam one last time. While dealing with the Psions, the turrets will still activate in an attempt to shred the Guardians and the Psions will also shield themselves from them; however, their Cabal backup will also seek shelter in the larger bubbles created by the psion elites (cover can still be sought out by the Guardians if they wish to avoid possibly far threatening Cabal units such as Majors or Blood Guard. Mortars will continue to rain down on the arena, forcing the Guardians to continue being on their toes. Once all three elites have been, altogether, dispatched, the door at last will open, allowing the team progression into the very bridge itself. After winding through some hallways, the team at long last enters the bridge of the ship itself and comes face to face with the mastermind behind the Almighty's Descent and source of the Psionic Shielding of the ship, [[Forum:Amtec, Equilibrium's Ward|Amtec]].


===Amtec, Equilibrium's Ward===
===Amtec, Equilibrium's Ward===
Upon engaging Amtec, she will levitate, shield herself in a psionic bubble and call in reinforcements. The first thing players should notice is the vastness of the bridge, with many spaces to hide and find cover; however, there are many places Cabal forces can post themselves up into and hail into their Guardian adversaries, as well as an undersection in which players can hide from attacks from above. Amtec will be immune to all damage for the time being, surrounded by a psionic shield that cannot be breached. Additionally, Amtec has access to Solar Seekers, Voltaic Strikes and Void Prisons, as well as the ability to unleash {{icon|Void}} Psionic Pulses, which spawn concussive blasts that will knock Guardians out from cover and can deal sheer damage if the Guardian was in the direct impact of the site itself. Amtec will remain unable to be damaged as her shield remains intact. In order to circumvent it, Guardians must gather Psionic power from the elite Psion units and redirect that Psionic power towards the shield; the more Psion elites slain, the greater the damage output is. Upon breaking the Shield, Amtec will move into her second phase, where she will unholster her {{icon|Kinetic}} Equilibrium Rifle and move about on foot.
Much like her fellow Psion bosses, she is extremely maneuverable, and will dash from point to point around the arena in an effort to outmaneuver and flank her adversaries. Any nearby target will be struck by a {{icon|Kinetic}} Psionic Quake that will blast targets away and deal significant damage. Her distinct Equilibrium Rifle behaves much like an advanced pulse rifle, barking out an accurate 10-round burst of highly accurate and fast bolts of {{icon|Kinetic}} Kinetic slugs, which can quickly dispatch a susceptible Guardian. On top of her former sisters' psionic abilities, she is also capable of harnessing the psionic powers of the elites, unleashing {{icon|Void}} Void Singularities to draw targets out into the open, creating Incendiary Wards and sending them out as {{icon|Solar}} Solar Barbican Targes and can instantly and explosively warp to another location with an {{icon|Arc}} Arc Dash. On top of all that, she will use two of her psionic abilities consecutively, each following the execution of the last. She will coat herself in a conventional immune shield, which can be dispatched with the defeat of Psion Commanders (whom will return after around thirty seconds). However, players will note the incredible resilience of the Psion Flayer, as well as a new addition to the battlefield, a projection of one of the slain flayers aiding Amtec. Upon dispatching the projection of the Flayer, all Guardians will gain a significant damage boost, allowing far more damage than usual. Although still chipping away at the Psion Flayers' significantly thick health bar, players can stack their damage with the defeat of other fellow Psion Flayer projections. Players must also be wary of Cabal support which will continuously pour into the room, coming to the aid of the vengeful Psion Flayer, lest the Fireteam becomes overwhelmed.
Upon losing around 3/5ths of her health, Amtec will enter her enraged state, casting aside her rifle and becoming overtaken with psionic energy, levitating and seething with esoteric power. Amtec is remarkably fast in this state, on top of utilizing her psionic abilities to aid in it. In which she can utilize three of them consecutively this time, each now further enhanced; Void Prisons are far more resilient to damage, Voltaic Strikes can linger and strike where they once struck again after a certain time period, Solar Seekers will also break off from their engagement to create a puddle of flame that takes a considerable amount of time to fade, Void Singularities weaken Guardians within, Arc Dashes create storms around the arena and barbican targes have slight tracking. On top of all that, in place of her standard weapon, Amtec will unleash volleys of {{icon|Kinetic}} Psionic Bolts capable of rending even the most considerable health bar. Finally, Amtec will rip metal from the floor and create temporary, but rapidly swirling barriers that she will, after enough time has elapsed, throw at her opponents with devastating effect. Despite all her formidable power, Amtec is still ultimately as vulnerable as she was before and thus, Guardians can continue to hose into the Psion Flayer, all the while avoiding her psionic fury and her backup. The Guardians endure the stressful combat environment and endure the wrath of Amtec until she is defeated and ripped apart by her psionic power, thus shattering the psionic shield of the Almighty and signaling that the threat to the Last City, at last, is vulnerable.


===Heir Apparent Side-Quest===
===Heir Apparent Side-Quest===
Before beginning the Takedown, Guardians must hunt three special [[Cabal]] units across the system, them being [[Forum:Khezar, Imperial Harbinger|Khezar, Imperial Harbinger]], [[Forum:Mhau'arn, Imperial Harbinger|Mhau'arn, Imperial Harbinger]] and [[Forum:Iltzic, Imperial Harbinger|Iltzic, Imperial Harbinger]]. Khezar can be found in an occupied [[Legion's Anchor]], around the landing zone only accessible in [[Larceny]] and is supported by [[Thresher]]s. Mhau'arn is encountered in [[Maevic Square]], further down the broken highway accessibly only in [[A Deadly Trial]]. Finally, Iltzic is encountered in [[Echion Control]], fought within the engine room section of the ship. Upon these tough units losing a third of their health, they will become temporarily immune and retreat, but will leave behind an ''Engraved Data Slate'' which must be collected and held onto before beginning the Takedown.
Once the Takedown is released, players with at least one Engraved Data Slate will automatically be given a quest, first to gather the rest of the Engraved Data Slates. Once in the possession of all three Data Slates, players will be lead to the Takedown and only told "a challenge is beckoned to you on Ghaul's pride". Their first challenge is encountered on the besieged platform, and is accessed by entering a hidden vent within one of the bunker rooms. Progressing through it, the Guardians can descend into a hallway with a terminal and a locked door on one end. Interfacing with it, the team must deal with Khezar again, this time, supported by some more allies and sporting some more gameplay mechanics. Chipping another third of their health, they will retreat once more, this time, leaving the team a message that "an emissary deems you worthy". The team must now move back out and up to the main platform and endure the Response. After beating the Psion elites, the team can enter the storage room that connects the team to the pyroducts. Instead of taking the vent, however, the team must look for another in the ceiling on the catwalks, using the crates to reach it. Breaking into it, the team enters an observation deck overlooking the former platform, connected to another room with a similar terminal. Interfacing with it will allow the team to face Mhau'arn once more, too sporting more mechanics. Much like their compatriot, they will flee once another third of their health is lost and state that "an emissary deems you worthy". Finally, after navigating the Pyroducts and shutting down the system at last, the team can remain in the final pair of rooms and seek out a vent hidden behind a once locked door. Entering another inert pyroduct, the team can venture further down until they encounter a hole in it pouring into a debris-choked storeroom with a locked door. Accessing it will allow them to face off against the last Imperial Harbinger, Iltzic. At last, after enduring their enhanced mechanics, Iltzic will retreat after losing another third of their health and leave the message "an emissary deems you worthy". Once all three emissaries deem the team worthy, a final message will state "The Harbingers permit you an audience...". Progressing further into the Takedown, the team enters the corridors leading to Val Sartuum's arena, but this time find that one of the doors are now open, leading to a new hallway descending and weaving into an arena-like area, with turrets and launchers scattered about and occupied by Cabal soldiers. On the central dias, the trio kneel before a tusked Cabal Colossus and secret boss of the Takedown, [[Forum:Primus Kala'tam, Harbinger of the Domina|Primus Kala'tam, Harbinger of the Domina]].
Supported by her harbingers, Primus Kala'tam is an extremely formidable opponent, capable of moving while firing her [[Heavy Slug Thrower]] much like a [[Barrier Colossus]] is capable of. In addition to her run-and-gun capabilities, she will also call in orbital fire from the missile turrets on all sides of the arena and utilize the standard machine-gun turrets to sweep the arena and, hopefully, catch the Guardian adversaries off guard. On top of slowing Cluster Missiles, Kala'tam will also launch high-impact {{icon|Solar}} Missile Barrages that can easily lay low a Guardian. Finally, although she is supported by her fellow Imperial Harbingers, she will be shielded by one of three projectors within the arena, guarded by one of the Imperial Harbingers. While all can provide support, the main concern of the Imperial Harbingers is defending their projector with their life. When close to death, however, the Harbinger will enter immunity and start regenerating, but will ultimately leave the Projector exposed to damage and, thus, upon it's temporary destruction, leave Kala'tam exposed to damage. Although vulnerable, Kala'tam will call for laser strikes, which tracks the last known position of the Guardians five times before leaving behind an extremely devastating laser pulse that gradually gets stronger to the point of instant killing a Guardian the longer they remain in it, thus making the use of damaging from a [[Well of Radiance]] unviable. Regardless, Guardians must utilize this opportunity to damage the Primus as she maneuvers to another Shield Projector, all the while avoiding her Missiles and Heavy Slug Thrower as she moves.
After enduring the Domina for long enough and, when she has a fifth of her health left, she will gain temporary immunity and head for the center platform, also calling for her Harbingers. Upon letting out a guttural cry and slamming her weapon into the ground, each and every last one of them will pursue the Guardians across the arena relentlessly while calling forth their laser barrages. Additionally, missile barrages will mark portions of the arena for widespread destruction and coat them in scorching flame that can deal significant damage if Guardians remain in them long enough. If one of the Harbingers is defeated, Kala'tam will gain an ability from them; a devastating railgun shot from her minigun if Khezar falls, a long range jetpack leap that creates an earth-shaking slam upon impact if Mhau'arn is defeated and the ability to cast a {{icon|Void}} Void Prison if Iltzic is defeated. If Kala'tam is defeated first, however, then the remaining Harbingers gain increased rage and even more abilities; Khezar will summon extremely resilient [[Scorpius]] turrets around the arena, Mhau'arn will launch missiles of their own and Iltzic will also cast {{icon|Arc}} Arc Dash to close in on the Guardians. Upon everyone's defeat, the remaining Cabal forces will retreat and the Guardians will have access to a storeroom with some of the finest Cabal hardware and, on the top of an opened crate, the [[Heir Apparent]]. Upon collecting the weapon, a door will open and allow the Guardians access to snaking hallways leading to the bridges leading to the very bridge of the ship itself, allowing the team to progress through the Takedown as normal.


==Bosses==
==Bosses==
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*[[Forum:The Vindictive Mind|The Vindictive Mind]] (Mini-Boss)
*[[Forum:The Vindictive Mind|The Vindictive Mind]] (Mini-Boss)
*[[Forum:Primus Kala'tam, Harbinger of the Domina|Primus Kala'tam, Harbinger of the Domina]] ([[Heir Apparent]] Side-Quest)
*[[Forum:Primus Kala'tam, Harbinger of the Domina|Primus Kala'tam, Harbinger of the Domina]] ([[Heir Apparent]] Side-Quest)
*[[Forum:Khezar, Imperial Harbinger|Khezar, Imperial Harbinger]] ([[Heir Apparent]] Side-Quest)
*[[Forum:Mhau'arn, Imperial Harbinger|Mhau'arn, Imperial Harbinger]] ([[Heir Apparent]] Side-Quest)
*[[Forum:Iltzic, Imperial Harbinger|Iltzic, Imperial Harbinger]] ([[Heir Apparent]] Side-Quest)


==Unique Enemies==
==Unique Enemies==

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