Editing Dares of Eternity

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The first area Guardians will come to is The Valley. Upon landing, a gathering of [[Taken]] enemies will be present and must be cleared. Once eliminated, a large wheel spawns, alongside a button and a [[Rally Banner]] deposit spot. When the button is pushed, the wheel spins and selects an enemy race at random (This race becomes fixed on Legendary difficulty, on a weekly rotation). Once declared, enemies will spawn and combat will begin. Depending on the race, different objectives become present.
The first area Guardians will come to is The Valley. Upon landing, a gathering of [[Taken]] enemies will be present and must be cleared. Once eliminated, a large wheel spawns, alongside a button and a [[Rally Banner]] deposit spot. When the button is pushed, the wheel spins and selects an enemy race at random (This race becomes fixed on Legendary difficulty, on a weekly rotation). Once declared, enemies will spawn and combat will begin. Depending on the race, different objectives become present.


'''[[Cabal]]''': The unique mechanic for the Cabal encounter is the spawning of [[Xûr's Bombtender|Bombtenders]] and [[Commander of Eternity|Commanders]]. Commanders have shields providing invincibility, but this can be removed by throwing Dares Cores at them. These are dropped by Bombtenders upon their death. A large laser will beam down upon the spot that a Dare Core impacts, dealing heavy damage to anything passing through it. Various Cabal units will spawn during the fight to support their Commanders.
'''[[Cabal]]''': The unique mechanic for the Cabal encounter is the spawning of [[Xur's Bombtender|Bombtenders]] and [[Commander of Eternity|Commanders]]. Commanders have shields providing invincibility, but this can be removed by throwing Dares Cores at them. These are dropped by Bombtenders upon their death. A large laser will beam down upon the spot that a Dare Core impacts, dealing heavy damage to anything passing through it. Various Cabal units will spawn during the fight to support their Commanders.


'''[[Fallen]]''': [[Splinter Mine]]s will spawn around the map, with players required to defuse them to obtain progress. Standing beneath them will begin the defusal process. Failing to defuse a Splinter Mine before it detonates won't damage or kill anyone nearby, but will simply remove the ability to obtain activity progress via that mine. Fallen enemies will continually spawn to deter the player from defusing them, including [[Brig]]s. [[Resilient Vandal]]s that drop [[Scorch Cannon]]s will also appear. When enough mines are defused, multiple will spawn where the wheel initially appears, alongside a large [[Servitor]]. Defeating this Servitor will complete the event, or players can choose to defuse enough mines. On Legend, you have to defuse all mines, as any missed mines will wipe you.
'''[[Fallen]]''': [[Splinter Mine]]s will spawn around the map, with players required to defuse them to obtain progress. Standing beneath them will begin the defusal process. Failing to defuse a Splinter Mine before it detonates won't damage or kill anyone nearby, but will simply remove the ability to obtain activity progress via that mine. Fallen enemies will continually spawn to deter the player from defusing them, including [[Brig]]s. [[Resilient Vandal]]s that drop [[Scorch Cannon]]s will also appear. When enough mines are defused, multiple will spawn where the wheel initially appears, alongside a large [[Servitor]]. Defeating this Servitor will complete the event, or players can choose to defuse enough mines. On Legend, you have to defuse all mines, as any missed mines will wipe you.
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'''Taken''': A large [[Taken Minotaur]] will spawn, which upon defeat, will drop many orbs. These can be picked up and thrown. The objective is for Guardians to toss these at the large [[Taken Blight]] hovering in the middle of the map. When enough have been thrown, the objective will be completed. Various Taken units will spawn to harass players while performing this. The orbs from two Taken Minotaurs will suffice to damage the Taken Blight enough for completion.
'''Taken''': A large [[Taken Minotaur]] will spawn, which upon defeat, will drop many orbs. These can be picked up and thrown. The objective is for Guardians to toss these at the large [[Taken Blight]] hovering in the middle of the map. When enough have been thrown, the objective will be completed. Various Taken units will spawn to harass players while performing this. The orbs from two Taken Minotaurs will suffice to damage the Taken Blight enough for completion.


'''[[Vex]]''': Similar to the Cabal variant, the Vex variant will spawn [[Xûr's Headbearer|Headbearer]] [[Goblin]]s and [[Gatekeeper of Eternity|Gatekeepers of Eternity]]. Gatekeepers are shielded and cannot be harmed until their shields are stripped. Killing a Headbearer Goblin will cause them to drop a [[Vex Cranium]], which when picked up and fired, will strip the shield from a Gatekeeper. Once enough Gatekeepers have been slain, objective completion will be met. Various Vex units appear to support their mechanical brethren.
'''[[Vex]]''': Similar to the Cabal variant, the Vex variant will spawn [[Xur's Headbearer|Headbearer]] [[Goblin]]s and [[Gatekeeper of Eternity|Gatekeepers of Eternity]]. Gatekeepers are shielded and cannot be harmed until their shields are stripped. Killing a Headbearer Goblin will cause them to drop a [[Vex Cranium]], which when picked up and fired, will strip the shield from a Gatekeeper. Once enough Gatekeepers have been slain, objective completion will be met. Various Vex units appear to support their mechanical brethren.


Upon clearing the racially-set objective, Guardians will be prompted to move on to the next section, through the "obstacle course" set by the Starhorse and Xûr. A mancannon of sorts will exist at the far end of the valley, facing a rotating floating structure. Walking into the mancannon will fire the Guardian towards the rotating structure. Passing the gaps in the structure will provide passage to another short obstacle course, where Guardians contest with a moving platform and rotating columns. Bypassing this without falling into the pit below, the Guardian will be granted Starhorse's Favor for the next area. Opting not to use the mancannon, or being blocked by the structure, means Guardians can progress to the next section by walking through a lower path found at the bottom of the back wall of The Valley. This will forfeit the chance to gain Starhorse's Favor.
Upon clearing the racially-set objective, Guardians will be prompted to move on to the next section, through the "obstacle course" set by the Starhorse and Xur. A mancannon of sorts will exist at the far end of the valley, facing a rotating floating structure. Walking into the mancannon will fire the Guardian towards the rotating structure. Passing the gaps in the structure will provide passage to another short obstacle course, where Guardians contest with a moving platform and rotating columns. Bypassing this without falling into the pit below, the Guardian will be granted Starhorse's Favor for the next area. Opting not to use the mancannon, or being blocked by the structure, means Guardians can progress to the next section by walking through a lower path found at the bottom of the back wall of The Valley. This will forfeit the chance to gain Starhorse's Favor.


The trick to ensuring that you always pass through the gaps of the rotating structure is to wait until the outer hemispherical section of the floating structure aligns with the inner hemispherical section on rotation. When they match, walk into the mancannon and safe passage to the next obstacle course section is guaranteed. Another method to progress is to walk backwards into the mancannon, which can provide an accidentally increased level of acceleration to the player. This will allow Guardians to sail directly over the obstacle, meaning there is no requirement to wait for structural alignment.
The trick to ensuring that you always pass through the gaps of the rotating structure is to wait until the outer hemispherical section of the floating structure aligns with the inner hemispherical section on rotation. When they match, walk into the mancannon and safe passage to the next obstacle course section is guaranteed. Another method to progress is to walk backwards into the mancannon, which can provide an accidentally increased level of acceleration to the player. This will allow Guardians to sail directly over the obstacle, meaning there is no requirement to wait for structural alignment.
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Dependent upon the race indicated by which door opened previously, Guardians will face off with a familiar Destiny 1 foe as their final contestant, in a different region for each.
Dependent upon the race indicated by which door opened previously, Guardians will face off with a familiar Destiny 1 foe as their final contestant, in a different region for each.


'''Cabal''': For Cabal, Guardians will be sent to Eternity's Beach. This is a large open area, featuring a rally flag deposit point close to the start. Once combat has begun, [[Valus Ta'aurc]] will appear alongside hordes of Cabal. Damaging him enough will spawn a shield upon him at the far back of the higher section. To remove this shield, Guardians must kill [[Xûr's Siegebringer|Siegebringer]]s which roam around the arena. Defeating all of these will cause a [[Thresher]] ship to appear in the sky. Destroying this will spawn a Dare Core, which is used to destroy the shield generators surrounding the Valus. Once both generators are gone, the Valus can be finished off.
'''Cabal''': For Cabal, Guardians will be sent to Eternity's Beach. This is a large open area, featuring a rally flag deposit point close to the start. Once combat has begun, [[Valus Ta'aurc]] will appear alongside hordes of Cabal. Damaging him enough will spawn a shield upon him at the far back of the higher section. To remove this shield, Guardians must kill [[Siegebringer]]s which roam around the arena. Defeating all of these will cause a [[Thresher]] ship to appear in the sky. Destroying this will spawn a Dare Core, which is used to destroy the shield generators surrounding the Valus. Once both generators are gone, the Valus can be finished off.


'''Hive''': Guardians will head down to The Pit to face off against [[Crota, Son of Oryx]]. This is a room set in a featureless void, with a rally flag deposit point and a few Hive portals at the edges. Alongside Crota himself, various Hive enemies will spawn in the surroundings upon starting the fight, of which Guardians should seek out the [[Crota's Swordbearer|Swordbearer]] Knights. Killing these will allow Guardians to wield their swords, which are the only method of damaging Crota. To increase the damage output of these Hive swords, [[Xûr's Edgekeeper]] [[Acolyte]]s will appear with a slight glowing aura. Killing these will provide a stacking buff to sword damage for all Guardian contestants. Once Crota has taken enough damage, he will split into 3 Aspects of Crota. Slaying all of these with Hive swords will grant victory.
'''Hive''': Guardians will head down to The Pit to face off against [[Crota, Son of Oryx]]. This is a room set in a featureless void, with a rally flag deposit point and a few Hive portals at the edges. Alongside Crota himself, various Hive enemies will spawn in the surroundings upon starting the fight, of which Guardians should seek out the [[Swordbearer]] Knights. Killing these will allow Guardians to wield their swords, which are the only method of damaging Crota. To increase the damage output of these Hive swords, special [[Acolyte]]s will appear with a slight glowing aura. Killing these will provide a stacking buff to sword damage for all Guardian contestants. Once Crota has taken enough damage, he will split into 3 Aspects of Crota. Slaying all of these with Hive swords will grant victory.


'''Vex''': For the Vex, Guardians are invited to The Spire, where they will face off against [[Zydron, Gate Lord]]. This is another large open area, with a rally flag deposit point close to landing. When combat is initiated, Zydron will be invincible, summoning advancing walls of energy that will trap Guardians in cages if touched. These cages can be shot from outside and within to break them. After two waves, Vex will begin spawning around the arena. [[Xûr's Keybearer|Keybearer]] enemies must be destroyed to allow damage to be performed on Zydron. During its shieldless phase, Zydron will teleport around and seek to kill Guardians with its [[Torch Hammer]], all while summoning waves of Vex reinforcement. If Zydron is not defeated quick enough, it will teleport back to the center stage, becoming invulnerable and repeating its wall waves and summoning of Keybearers.
'''Vex''': For the Vex, Guardians are invited to The Spire, where they will face off against [[Zydron, Gate Lord]]. This is another large open area, with a rally flag deposit point close to landing. When combat is initiated, Zydron will be invincible, summoning advancing walls of energy that will trap Guardians in cages if touched. These cages can be shot from outside and within to break them. After two waves, Vex will begin spawning around the arena. [[Keybearer]] enemies must be destroyed to allow damage to be performed on Zydron. During its shieldless phase, Zydron will teleport around and seek to kill Guardians with its [[Torch Hammer]], all while summoning waves of Vex reinforcement. If Zydron is not defeated quick enough, it will teleport back to the center stage, becoming invulnerable and repeating its wall waves and summoning of Keybearers.


===Lightning Round===
===Lightning Round===


Guardians of exceptional fortune can hope to encounter the Lightning Round upon defeat of the final enemy contestant, signaled by Xur and crackles of thunder. This is a chance to open an additional 3 chests of loot by completing capture points against a timer, all while being assailed by Taken forces. There are 3 waves of capture zones that will spawn around the map at set points, with Heavy Ammo crates inside them. Capturing all points in a wave will unlock a chest of loot. During this segment of the gameshow, [[Xur's Chosen, Special Guest Star]] can spawn, which is a cloaked Taken unit. Killing this is simply a bonus objective, and is not required for completion, nor will it provide extra loot itself, only progress towards a [[Triumph]].
Guardians of exceptional fortune can hope to encounter the Lightning Round upon defeat of the final enemy contestant, signaled by Xur and crackles of thunder. This is a chance to open an additional 3 chests of loot by completing capture points against a timer, all while being assailed by Taken forces. There are 3 waves of capture zones that will spawn around the map at set points, with Heavy Ammo crates inside them. Capturing all points in a wave will unlock a chest of loot. During this segment of the gameshow, Xur's Chosen, Special Guest Star can spawn, which is a cloaked Taken unit. Killing this is simply a bonus objective, and is not required for completion, nor will it provide extra loot itself, only progress towards a [[Triumph]].


==Enemies==
==Enemies==

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