Forum:Takedown in the Forged Pyramid

From Destinypedia, the Destiny wiki

Forums: Index Fan Fiction Takedown in the Forged Pyramid Destiny-FrontierGhostShell.png

Prev:

Takedown in the Court of Savathûn

Next:

TBA

Takedown in the Forged Pyramid

Game:

Destiny 2

Player(s):

1-6

Recommended Power Level:

TBA

Location:

The Forged Pyramid, Unknown

Enemy faction(s):

Weavers of Sorrow
The Dread

Hostile race(s):

Hive
Taken

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. Players are prompted to carve through the near endless Hive, Taken and Dread forces through the massive Pyramid, gathering new, unique Hive Disciple-themed gear and weaponry, as well as obtain the Insurance Sidearm through fiercer opposition and more relentless encounters.

Overview[edit]

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[edit]

Flotsam[edit]

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[edit]

Once the doors open, the Guardians will walk through a series of corridors and catwalks through the Forged Pyramid, and be greeted by the voice of Shin'ra, echoing throughout the ship, welcoming them aboard. This is one of the few times that they will be able to see the each of the encounters though the Takedown. Players will also encounter Taken and Dread in this part so they must be cautious, especially with the Stasis wielding Attendants and Strand wielding Weavers that may slow their movement or pull them off the catwalks respectively. They must also be cautious as Taken Hobgoblins and Taken Vandals will be firing at them from high perches. There is also a high chance to encounter Champions in this part on higher difficulty runs. Before reaching the main sector of The Chantry itself, players will have to fight through a major force of Hive and Dread, which includes Corruption wielding Tricksters, Warcasters and Shamans, blocking their path forward. On higher difficulties, Dread warriors like Subjugators, Tormentors or even Templars replace parts of the squadron along with Taken Champions.

Players will eventually reach a more open area with a massive chapel-like structure on the other end of the area. They will notice three Taken champions summon in the center of the area while a massive barrier is formed at the entrance into the chapel as the voice of Shin'ra echoes throughout the ship, ordering his forces to take down the Guardians. The champions will be flanked by reinforcing Hive Knights and Acolytes, Taken Minotaurs, Goblins and Vandals, along with Dread Husks and Grim. The Taken champions will periodically teleport around the area, making it more difficult to hunt them down individually, but splitting into groups is the more viable option to taking them down. They must also be aware of the Taken Vandals flanking the champions and Taken Hobgoblins perched up high. When one champion dies however, they will summon in more reinforcements while the resilience of the champions increases, making it more difficult to take down quickly. Once the champion dies, the barrier fades, allowing players to progress to the next encounter.

Vry'lak, Retainer of the Chantry[edit]

When entering into the chapel of the chantry itself, they will immediately notice a massive Tormentor in its idle animation, surrounded by Hive, Taken and Dread, kneeling before it. When the Guardians proceed further, the voice of Shin'ra appears again, in which the Tormentor and its forces move out of their idle animations and the health bar of Vry'lak, Retainer of the Chantry appears on the bottom of the screen. Much like other Takedowns before, the boss is instantly damageable, but will not be enough to take it down instantly, in which the better option would be to get the boss into a proper damage phase.

As a Tormentor, it will target one of the players and slowly walk towards them. It will sling its scythe and generate a crescent Void Null Paroxsym bolt towards them which will deal moderate damage to the players. Every so often, the Tormentor will cast a massive bolt that upon damage the players, it also suppresses them for a total of five seconds compared to normal Void suppression. It also summons two Null Paroxsym storms compared to the one and when it strikes the ground with Void Abyssal Cleave, it summons in a wave of Void Nova Ruptures that home in on players. It also functions like Kataxiia, Tormentor of the Ahamkara in which its shoulder weak points will break at half of its health. When reaching into its second phase, it will summon three void storms and twice the amount of Nova Ruptures with better targeting. It will also initiate its Void Dark Harvest and target a player. When it grabs a player, it will release a pulse of void suppression that slows any nearby players, making it paramount to run away form the Tormentor or to disorient it when it initiates the Dark Harvest.

Chasm[edit]

Sepulcrum[edit]

Necrux, Locus of Intent[edit]

Assembly[edit]

Prorogation[edit]

Shin'ra, the Forge Master[edit]

Insurance Side-Quest[edit]

Bosses[edit]

Unique Enemies[edit]

  • 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 Solar Splinter, 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[edit]

Appearance[edit]