Ghosts of the Deep: Difference between revisions

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===Deep Methane===
===Deep Methane===
After entering the building, you will enter an underwater area. For the most part, the idea is to sink as deep as you can along the structure. At two points, there will be a turbine pushing you upward into an aerated room, which will allow you access to the next underwater part. Continuing, hive architecture begins to dominate the scenery, but it is still a fairly linear advance. Keep in mind that the oxygen bubbles' existence is shared by teammates, unlike in the Salvage activity. Once you reach the bottom, a void shielded knight, Ecthar, will attempt to attack you. His attacks will not deal damage directly, but rather drain your pressure gauge significantly. Just past him is what appears to be an upward current that leads to the first boss fight. Be careful not to disturb the acolytes between the entrance and the Rally Flag until ready.
After entering the building, you will enter an underwater area. For the most part, the idea is to sink as deep as you can along the structure. At two points, there will be a turbine pushing you upward into an aerated room, which will allow you access to the next underwater part. Continuing, hive architecture begins to dominate the scenery, but it is still a fairly linear advance. Keep in mind that the oxygen bubbles' existence is shared by teammates, unlike in the Salvage activity. Once you reach the bottom, a void shielded knight, [[Ecthar, Sword of Oryx|Ecthar]], will attempt to attack you. His attacks will not deal damage directly, but rather drain your pressure gauge significantly. Just past him is what appears to be an upward current that leads to the first boss fight. Be careful not to disturb the acolytes between the entrance and the Rally Flag until ready.


===Ecthar, the Shield of Savathûn===
===Ecthar, the Shield of Savathûn===
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===Šimmumah ur-Nokru, Lucent Necromancer===
===Šimmumah ur-Nokru, Lucent Necromancer===
Eventually, the path ends in a large, open cove holding the half-buried body of Oryx, the Taken King. Above him hovers Šimmumah ur-Nokru and an unclaimed ghost. Crushing the ghost will alert Šimmumah and begin the encounter. After killing several hive, a deepsight illusion spawns somewhere in the middle of the arena. It will reveal three small orbs, which each float over one of Oryx' body parts. At this point, [[Vorlog|Vorlog, Risen in Heresy]] will spawn (and respawn when killed), and chase players. Volrog can be killed at will, but if killed by a player standing under one of the revealed orbs, Šimmumah will be attracted to them. When she is, a ring and a taken symbol will appear. They must be lined up from the perspective of a player standing on the ground, and will reveal a rune once they are. This is done for all three orbs. Both sides of the arena, as well as under Oryx' head, have a methane pocket which conceals a room containing a Lightbearer; one [[Adherent of Ecthar|knight]], one [[Adherent of Mor'ak|acolyte]], and one [[Adherent of Šimmumah|wizard]]. Once again, their ghosts grant a Vestige of Light to the player that finishes them, and have a rune floating above them that indicates the orb where it must be dropped off. Note that the orbs must be revealed with deepsight to interact with. Once the last of the three is imbued, Šimmumah's shield may be attacked and her damage phase beings. Once she is killed, her ghost is revealed. Finishing it completes the dungeon.
Eventually, the path ends in a large, open cove holding the half-buried body of Oryx, the Taken King. Above him hovers [[Šimmumah ur-Nokru|Šimmumah ur-Nokru]] and an unclaimed ghost. Crushing the ghost will alert Šimmumah and begin the encounter. After killing several hive, a deepsight illusion spawns somewhere in the middle of the arena. It will reveal three small orbs, which each float over one of Oryx' body parts. At this point, [[Vorlog|Vorlog, Risen in Heresy]] will spawn (and respawn when killed), and chase players. Volrog can be killed at will, but if killed by a player standing under one of the revealed orbs, Šimmumah will be attracted to them. When she is, a ring and a taken symbol will appear. They must be lined up from the perspective of a player standing on the ground, and will reveal a rune once they are. This is done for all three orbs. Both sides of the arena, as well as under Oryx' head, have a methane pocket which conceals a room containing a Lightbearer; one [[Adherent of Ecthar|knight]], one [[Adherent of Mor'ak|acolyte]], and one [[Adherent of Šimmumah|wizard]]. Once again, their ghosts grant a Vestige of Light to the player that finishes them, and have a rune floating above them that indicates the orb where it must be dropped off. Note that the orbs must be revealed with deepsight to interact with. Once the last of the three is imbued, Šimmumah's shield may be attacked and her damage phase beings. Once she is killed, her ghost is revealed. Finishing it completes the dungeon.


==Bosses==
==Bosses==
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