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|place=[[Old Russia]], [[Earth]] | |place=[[Old Russia]], [[Earth]] | ||
|objective= Find the [[Aksis, Archon Prime|source]] of the remaining [[SIVA]] infection and destroy it. | |objective= Find the [[Aksis, Archon Prime|source]] of the remaining [[SIVA]] infection and destroy it. | ||
}} | }} | ||
{{quote|Where the Light ends, evolution begins.}} | {{quote|Where the Light ends, evolution begins.}} | ||
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Upon exiting the [[Splicer's Den]], you will reach the top of the wall in which the [[Devil Splicers]] have holed up. Turning around once you get outside will reveal a giant [[Fallen]] assault battery lying immobile. Progress along the wall, being careful not to touch the sides as they are electrified and being wary of fires across the area. Clear the handful of [[Splicers]] present and reach the barrier on the opposite side. | Upon exiting the [[Splicer's Den]], you will reach the top of the wall in which the [[Devil Splicers]] have holed up. Turning around once you get outside will reveal a giant [[Fallen]] assault battery lying immobile. Progress along the wall, being careful not to touch the sides as they are electrified and being wary of fires across the area. Clear the handful of [[Splicers]] present and reach the barrier on the opposite side. | ||
When the last of your team approaches the barricade on the other side of the wall, a short cutscene will play and the [[Siege Engine]] will activate and begin advancing towards you, laying down fire with its [[Arc]] siege turrets. To be touched by it brings about near-instantaneous death, so do not venture near it. At the same time, a massive horde of [[Splicer Dreg]]s and [[Splicer Vandal]]s will spawn crawling up from pits in the floor, while [[Splicer Skiff]]s in the air provide fire support. Be as far back as possible to avoid Skiff fire. Two or three members of the team should prioritize mob clearance using appropriate classes and builds, such as [[Sunbreaker]] [[Titan (class) | When the last of your team approaches the barricade on the other side of the wall, a short cutscene will play and the [[Siege Engine]] will activate and begin advancing towards you, laying down fire with its [[Arc]] siege turrets. To be touched by it brings about near-instantaneous death, so do not venture near it. At the same time, a massive horde of [[Splicer Dreg]]s and [[Splicer Vandal]]s will spawn crawling up from pits in the floor, while [[Splicer Skiff]]s in the air provide fire support. Be as far back as possible to avoid Skiff fire. Two or three members of the team should prioritize mob clearance using appropriate classes and builds, such as [[Sunbreaker]] [[Titan (class)]]s, [[Voidwalker]] [[Warlock]]s, and [[Nightstalker]] [[Hunter]]s. [[Sword]]s, especially [[Dark-Drinker]] due to its elemental match to the [[Void]] shields of [[Splicer Captain]]s and efficient add-clear ability, are also very effective choices for this encounter. You must also be careful of the gaps in the floor down which you can easily fall. The others, potentially bolstered by Weapons of Light, must focus on taking out the Siege Engine's turrets situated on either side of its head. When both turrets are destroyed, the head of the Engine will rip open, and more firepower must be applied to reveal the entrance. Once you have done sufficient damage, the Siege Engine will suffer a hull breach. The electrical field surrounding it will dissipate, and you must jump up onto the Engine itself to continue forward. | ||
The Engine will knock the first barrier down - do not stand near the head when this happens, as the resulting explosion can potentially kill you if you are under leveled. You'll come across a [[Skiff]] in the distance, a handful of adds, and a winding set of passageways riddled with slowing mines. Dismantling these before the start of the next phase can greatly speed things up. Race to the [[Skiff]] while being wary of its guns and its own arc mines, and kill the regular enemies and the Splicer Captain below it. After doing so, the [[Skiff]] will drop three items, the Engine Block, Warhead and Driveshaft and then leave. These items are crucial - they are components of the Siege Engine that you must transport back to it in order to repair it and continue. If one of these items are lost or the timer expires, the [[Siege Engine]] will explode and wipe your team. | The Engine will knock the first barrier down - do not stand near the head when this happens, as the resulting explosion can potentially kill you if you are under leveled. You'll come across a [[Skiff]] in the distance, a handful of adds, and a winding set of passageways riddled with slowing mines. Dismantling these before the start of the next phase can greatly speed things up. Race to the [[Skiff]] while being wary of its guns and its own arc mines, and kill the regular enemies and the Splicer Captain below it. After doing so, the [[Skiff]] will drop three items, the Engine Block, Warhead and Driveshaft and then leave. These items are crucial - they are components of the Siege Engine that you must transport back to it in order to repair it and continue. If one of these items are lost or the timer expires, the [[Siege Engine]] will explode and wipe your team. | ||
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However, there is something else to factor in - as you advance, a Skiff will warp in behind the Siege Engine and dispatch a small boarding party. Among this group of enemies is a unique Major named [[Meksis, Siege Engineer]]. It is risky to charge ahead past the other adds and try and kill him first, but if he is not eliminated before he reaches the bridge of the Siege Engine, he will lock it down, retracting the ramp you need to climb up to deliver the parts. If you receive a notification that he has locked down the Engine, have people with [[shotgun]]s, heavy weapons or active [[Super]]s race over to where he is in order to kill him as quickly as possible so the ramp can be lowered. | However, there is something else to factor in - as you advance, a Skiff will warp in behind the Siege Engine and dispatch a small boarding party. Among this group of enemies is a unique Major named [[Meksis, Siege Engineer]]. It is risky to charge ahead past the other adds and try and kill him first, but if he is not eliminated before he reaches the bridge of the Siege Engine, he will lock it down, retracting the ramp you need to climb up to deliver the parts. If you receive a notification that he has locked down the Engine, have people with [[shotgun]]s, heavy weapons or active [[Super]]s race over to where he is in order to kill him as quickly as possible so the ramp can be lowered. | ||
As you do all of this, the [[Siege Engine]] is on a timer - failure to get at all of its parts in place before the timer runs out results in it detonating, wiping the team. The extension you are offered if you get a part in place just before the timer passes is brief, so try and get there as quickly as possible without hindrance. [[Gjallarhorn]]s, [[Dark-Drinker]]s and shotguns are effective at dispatching [[Captain]]s, and [[Shadowshot]], [[Stormtrance]] and Blessing of Light from a [[Titan (class) | As you do all of this, the [[Siege Engine]] is on a timer - failure to get at all of its parts in place before the timer runs out results in it detonating, wiping the team. The extension you are offered if you get a part in place just before the timer passes is brief, so try and get there as quickly as possible without hindrance. [[Gjallarhorn]]s, [[Dark-Drinker]]s and shotguns are effective at dispatching [[Captain]]s, and [[Shadowshot]], [[Stormtrance]] and Blessing of Light from a [[Titan (class)]] bubble help immensely here for mob clearance and increased survivability. Be careful of the pits interspersed throughout the field, however. If you end up dropping a piece of the Engine down a hole, the run is unsalvageable, and the Engine immediately detonates. | ||
Upon clearing the passageway and the adds, the parts must be placed. The Driveshaft goes in a receptacle to the right of where you climb up the ramp, the Warhead goes in a slot in the center, and the Engine Block goes in a port at the Engine's back right or back left from the perspective of players. Once you have all three parts in place, the [[Siege Engine]] will move again, and you must ride it through the second barrier as before. **The three pieces of the engine match the color of the slot they are assigned to**. | Upon clearing the passageway and the adds, the parts must be placed. The Driveshaft goes in a receptacle to the right of where you climb up the ramp, the Warhead goes in a slot in the center, and the Engine Block goes in a port at the Engine's back right or back left from the perspective of players. Once you have all three parts in place, the [[Siege Engine]] will move again, and you must ride it through the second barrier as before. **The three pieces of the engine match the color of the slot they are assigned to**. | ||
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*Wrath of the Machine was the second and last [[Raid]] to feature modified versions of regular enemies, being [[SIVA]]-enhanced [[Fallen]]. The first being [[King's Fall]] with [[Taken]] [[Hive]]. | *Wrath of the Machine was the second and last [[Raid]] to feature modified versions of regular enemies, being [[SIVA]]-enhanced [[Fallen]]. The first being [[King's Fall]] with [[Taken]] [[Hive]]. | ||
*[[SIVA]] weapons acquired from this [[Raid]] evolve their look as they are upgraded, gaining more of an "infected" look as the user unlocks perks. This type of weapon evolution is exclusive to this [[Raid]] and is not found anywhere else in either [[Destiny]] or [[Destiny 2]]. | *[[SIVA]] weapons acquired from this [[Raid]] evolve their look as they are upgraded, gaining more of an "infected" look as the user unlocks perks. This type of weapon evolution is exclusive to this [[Raid]] and is not found anywhere else in either [[Destiny]] or [[Destiny 2]]. | ||
==References== | ==References== |