Forum:Takedown in the Forged Pyramid: Difference between revisions

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==Overview==
==Overview==
After the many incursions across the [[Sol System]] by the [[Forum:Weavers of Sorrow|Weavers of Sorrow]], the Guardians locate the Pyramid belonging to Shin'ra. There they must infiltrate the Forged Pyramid and put an end to his reign once and for all.  
After the many incursions across the [[Sol System]] by the [[Forum:Weavers of Sorrow|Weavers of Sorrow]] and laying siege to the warships behind the many invasions of Sol, the Guardians would locate the Pyramid belonging to Shin'ra. There they must infiltrate the Forged Pyramid in order to put an end to his reign once and for all.  


Like all of its predecessors, the Takedown is rife with challenging enemies and is notorious for its unforgiving checkpoint system, only providing three save spots: the Chantry, after completing the Chasm, and after defeating [[Forum:Quroax, Reforged Mind|Quroax]] for those who seek to acquire the [[Forum:Insurance|Insurance]] [[Exotic]] [[Combat Bow|Bow]].
Like all of its predecessors, the Takedown is rife with challenging enemies and is notorious for its unforgiving checkpoint system, only providing three save spots: the Chantry, after completing the Chasm, and after defeating [[Forum:Quroax, Reforged Mind|Quroax]] for those who seek to acquire the [[Forum:Insurance|Insurance]] [[Exotic]] [[Combat Bow|Bow]].

Revision as of 10:55, August 29, 2024

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TBA

Takedown in the Forged Pyramid

Game:

Destiny 2

Player(s):

1-6

Recommended Power Level:

TBA

Location:

The Forged Pyramid, Unknown

Objective(s):

Put and end to the Sorrow-Maker once and for all.

Destinypedia doesn't currently have a walkthrough for this level; could you write one?

 
Enter into the Pyramid of Shin'ra, Disciple of the Witness and put an end to his conquest.

The Takedown in the Forged Pyramid is a Hive, Taken and Dread Takedown released in Episode: Dread. Guardians must enter into Shin'ra's Pyramid and face him and his champions in order to put an end to him and the War of the Weavers.

Overview

After the many incursions across the Sol System by the Weavers of Sorrow and laying siege to the warships behind the many invasions of Sol, the Guardians would locate the Pyramid belonging to Shin'ra. There they must infiltrate the Forged Pyramid in order to put an end to his reign once and for all.

Like all of its predecessors, the Takedown is rife with challenging enemies and is notorious for its unforgiving checkpoint system, only providing three save spots: the Chantry, after completing the Chasm, and after defeating Quroax for those who seek to acquire the Insurance Exotic Bow.

Gameplay

Flotsam

When players first land near the vast array of asteroids before boarding the Forged Pyramid, they will be met with a path leading to a room with ammo crates, an orb generator, a hastily placed vault and an outline of the Pyramid before them, showcase the paths that they must take to reach its center, as well as one, if the players are playing the Takedown before it's release, slowly counting down in hastily made Hive numerals, showing the time remaining before the activation of the Takedown. For players prepping for World's First, once the timer hits "zero", the door automatically opens, while players returning to or playing the Takedown later will be given the option to pull a lever to start it, opening the door into the Forged Pyramid.

Chantry

Vry'lak, Servant of the Chantry

Chasm

Necrux, Locus of Intent

Assembly

Shin'ra, the Forge Master

Insurance Side-Quest

Bosses

Unique Enemies

  • Trickster: A corruption wielding Acolyte that is capable of summoning ancient Hive blades. While it fights like regular Acolytes with its Void Shredder, it is capable of channeling a Corruption super and will fight much like a Fiend Hunter, dashing towards enemies and rending them with its blades.
  • Warcaster: A Corruption wielding Knight that is capable of summoning an ancient Hive battle axe. While it fights like regular Knights with its Arc Boomer, it is capable of channeling a Corruption super and will fight much like a Paladin Titan, charging towards its foes with its mighty axe and crushing them with it.
  • Shaman: A Corruption wielding Wizard that is capable of summoning ancient Hive magic. While it fights like regular Wizards normally with its Arc Darkness Blasts, it is capable of channeling a Corruption super and will fight much like a Caster Warlock, firing a vast array of Corruption bolts and Clouds of Darkness at enemies.

Returning Enemies

Appearance