Insurrection Prime, Kell's Scourge
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Insurrection Prime is the first war machine of its kind, introduced by Siviks, Lost to None. It serves as a living embodiment of the Scourge's ideology to tear down old Fallen traditions, and establish a new age amongst their species through anarchy and hellfire. It is one of the most powerful Fallen combatants ever encountered by Guardians, armed with the power to destroy the Last City with its destructive capabilities.
After losing the Gofannon Forge on Nessus to the Guardians, the Kell's Scourge had infiltrate their forces into a district of the Last City, uncovering the Black Armory Vault hidden within after it was lost during the Red War. After the Scourge plundered it of its advanced weaponry, they took an interest to create a new type of war machine; repurposing the Vault's phase radiance technology to create Insurrection Prime using the hull of a Fallen Walker and piloted by a Prime Servitor housed within its chassis. In response, Ada-1 dispatched a fireteam of Guardians to secure the Vault back from the Fallen.
The Guardians quickly eliminated the Servitors guarding the Prime and destroyed the rigs protecting it with Phase Radiance-enhanced Drake Tanks, which causes the mech to deploy and engage them. Aided by Beserkers, Insurrection Prime roams the wreckage of the Last City to repel the Guardians, threatening to annihilate the whole city with its Turbulent Detonation. It was quickly outwitted however when they disabled its shielding and kept it staggered with a Drake Tank. The Guardians unleash significant damage to the mech's exposed Servitor core, only for the Prime to retaliate by tethering them with different Phase Radiances. In a final stand, the fireteam pooled their respective radiances together to destroy the war machine once and for all.
The remains of Insurrection Prime were never cleared from the Botza District. When the House of Light was granted the district as the Eliksni Quarter, its wreck was laid just outside their walls, where Eido, Daughter of Misraaks, spoke of the Kell's Scourge as a cautionary tale about people who would take advantage of others' desperation.
When the fireteam exits the Botza Underground and proceeds into the combat area, they will encounter a massive Insurrection Defender Servitor. They should leave it alive for now and split into two teams of three: a bottom team and a surface team.
The team at the surface has a simple task: kill the Brutal Shanks with elemental Absorption shields before they enter the bottom area, as well as the Insurrection Defender Servitor when the bottom team calls it out. Multi-element weapons are recommended for this role, preferrably Hard Light or Borealis to quickly deal with the elemental shields of the Shanks.
The bottom team has to run into the holes located in the four corners of the inner house structures and enter the tunnel underneath as soon as the Servitor is killed. Four different terminals that can be punched can be found down there, all sporting a different symbol and color: Triangle (blue), which gives the Angular Phase Radiance, Square (white) which gives the Parallel Phase Radiance, and Circle (pink), which gives the Continuous Phase Radiance. The fourth terminal pulsates in red and flickers between all three previously mentioned shapes; hitting this terminal triggers a wipe mechanic, so it should be left alone.
After each player in the underground area has acquired a different buff, they will call it out to the top team who will kill the Insurrection Defender and reset the terminals. The bottom team needs to once again find the same shape to punch; picking a different one will kill the player. Keep in mind that having a buff active creates a force field around the player which tethers and damages Guardians with other buffs stepping into it. The most effective way to avoid this is to rotate clockwise until everyone have found their respective terminal.
After everyone have gathered their second set of Phase Radiance, the top team should kill the Servitor to deactivate the electrical fields covering the exits. The bottom team split up and head to the three different energy stations identical to those in the first encounter. These are placed in the bottom left, bottom right and top middle of the area and spawn a Powered Drake Tank when two Phase Radiance charges are deposited. The bottom team needs take these to middle and shoot the Insurrection Prime, preferrably using the mini missiles to deal the most effective damage. The tanks have a 30 second timer and will explode once it runs out. The entire process repeats until the health bar is fully depleted and the second phase starts.
The second phase expands upon the mechanics of the first encounter. The fireteam should split into three teams: runner team, runner team 2 and map team. Before the encounter can be started, a Radiant Battery from a Berserker needs to be dunked in the console next to the entrance. The Insurrection Prime will then enter the arena and hammer the fireteam with several dangerous abilities. There are several shield plates that need to be destroyed on its body: two on the knees, one on the right shoulder, two on the back and one under the left arm. The team that is not running with Batteries should focus on taking down these as well as Fallen Vandals located on the rooftops.
A map similar to the one from the first encounter will appear in front of the entrance. The players once again have to locate the right Berserker and place the Batteries in the right places based on the callouts from the person monitoring the map. While this is going on, the Insurrection Prime will walk around in the middle, bombarding everyone within reach with rapid-fire Arc blasts. It also has multiple stronger abilities that it will occasionally use throughout the battle:
The first one is a volley of missiles launched into the air identical to those used by Elykris, the Machinist that track the location of the nearest player.
The second one is a cannon that shoots powerful Void blasts in rapid succession, much like the ones fired by Chimeras.
The third one is a charged explosive shot similarly to the one on Spider Tanks. This attack deals massive damage to players and can potentially one-shot a Guardian at lower Power Levels.
When any of these attacks are being used, an orange-red tank will appear somewhere on its back. Breaking this will stagger the Insurrection Prime, cancelling the attack and giving the fireteam more time to reach the damage phase.
After four Radiant Batteries have been successfully placed, a Drake Tank will spawn at all the tank plates around the area. One player needs to grab a tank and shoot the Insurrection Prime once to start the damage phase. The mech will kneel and the Servitor will reveal itself and its critical spot. Standing at the very back with Whisper of the Worm or D.A.R.C.I. is recommended for maximum DPS.
After a couple of seconds, the Servitor will send out an EMP blast that gives all Guardians a random debuff: Continuous, Parallel or Angular Phase Radiance. Standing together with a player with a different debuff creates a tether between them and causes damage over time, while standing together with someone with the same debuff triples the damage output. The most efficient way to utilize this is to create a triangle with three spots: C, P and A, with C to the left, P to the right and A in the back and having people switch as their debuffs changes throughout the damage phase.
After around 30 seconds, the front of the mech will close and the entire encounter starts over again until the Insurrection Prime is dead, thus marking the end of the Raid. If four damage phases have passed and the Prime is still alive, it will Enrage and wipe the fireteam.
List of appearances