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Players begin the Dungeon at [[Ishtar Chronoscopic Analysis]], where the facility's Arc supply is located. After moving through some ravines and a cliffside, players emerge at a small outpost guarded by a lone [[Goblin]], overlooking the Ares Spire proper. Upon entering this outpost area, enemies will begin to spawn, including [[Conduit Minotaur]]s.
Players begin the Dungeon at [[Ishtar Chronoscopic Analysis]], where the facility's Arc supply is located. After moving through some ravines and a cliffside, players emerge at a small outpost guarded by a lone [[Goblin]], overlooking the Ares Spire proper. Upon entering this outpost area, enemies will begin to spawn, including [[Conduit Minotaur]]s.


This area introduces the Dungeon's Arc circuit mechanic. On death, Conduit Minotaurs drop a pool that gives players the '''Arctrician''' buff when stepped into, which allows Arc nodes to be activated by attacking them with weapons. The buff begins with a 30 second countdown, but is refreshed by a few seconds by activating Arc nodes. Arc nodes are diamond-shaped devices connected to each other by '''yellow''' cables in a circuit, which must be activated from a start node to an end node in the correct order to proceed. Nodes will deactivate after a short delay if the previous node in the chain has not been activated. The start node can be identified by illuminated chevron shapes pointing in the direction where one will need to go next.
This area introduces the Dungeon's Arc circuit mechanic. On death, Conduit Minotaurs drop a pool that gives players the '''Arctrician''' buff when stepped into, which allows Arc nodes to be activated by attacking them with weapons or some abilities. The buff begins with a 30 second countdown, but is refreshed by a few seconds by activating Arc nodes. Arc nodes are diamond-shaped devices connected to each other by '''yellow''' cables in a circuit, which must be activated from a start node to an end node in the correct order to proceed. Middle or end nodes will deactivate after a short delay if the previous node has not been activated. The start node can be identified by illuminated chevron shapes pointing in the direction where one will need to go next.  


In this area, four circuits must be completed in order to open a door in the center of the outpost where the end nodes converge. Beware that once a circuit is complete, [[Supplicant]]s will spawn and chase down players. This can be avoided by leaving each circuit almost done until they can all be finished in quick succession. Each side of the outpost has a circuit on the rooftops of and inside their buildings.
In this area, four circuits must be completed in order to open a door in the center of the outpost where the end nodes converge. Beware that once a circuit is complete, [[Supplicant]]s will spawn and chase down players. This can be avoided by leaving each circuit almost done until they can all be finished in quick succession. Each side of the outpost has a circuit on the rooftops of and inside their buildings.
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===Ascend the Spire===
===Ascend the Spire===
The Spire Ascent is the first proper encounter of the Dungeon that grants loot. It is a continuation of the Arc circuit mechanic where two circuits must be activated to turn on a gravity lift and continue to the next level of the Spire. During this encounter, Goblins and Incarcerator Hydras will appear to harass players, with Supplicants spawning upon the deaths of Hydras. When following the circuits, be sure to check under catwalks, behind structures, and on the sides of the main structure for nodes. If a player's Arctrician buff expires from the initial Conduit Minotaur on a level, additional Conduit Minotaurs spawn in the same areas as the Goblins.
The Spire Ascent is the first proper encounter of the Dungeon that grants loot. It is a continuation of the Arc circuit mechanic where two circuits must be activated to turn on a gravity lift and continue to the next level of the Spire. During this encounter, Goblins and Incarcerator Hydras will appear to harass players and Supplicants will spawn if players take too long on a level. When following the circuits, be sure to check under catwalks, behind structures, and on the sides of the main structure for nodes. If a player's Arctrician buff expires from the initial Conduit Minotaur on a level, additional Conduit Minotaurs spawn in the same areas as the Goblins.


*On the first level, circuits are relatively straightforward and the Arctrician buff can be acquired from a Conduit Minotaur that spawns on a platform along with the start nodes in the back of the area after climbing from the control room, whereas the lift is on the side opposite the Minotaur.
*On the first level, circuits are relatively straightforward and the Arctrician buff can be acquired from a Conduit Minotaur that spawns on a platform along with the start nodes in the back of the area after climbing from the control room, whereas the lift is on the side opposite the Minotaur.
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[[Akelous, the Siren's Current]] is the first boss of the Dungeon. To begin the encounter, destroy the Minotaur that Akelous is holding.
[[Akelous, the Siren's Current]] is the first boss of the Dungeon. To begin the encounter, destroy the Minotaur that Akelous is holding.


In order to damage Akelous, players must activate four Arc circuits which reveal fuel rods at the end of each of the long covered platforms extending from the central structure of the Spire, which each start in the middle of the arena. During the encounter, groups of Goblins led by a Conduit Minotaur will spawn on platforms opposite each other, supplemented by Harpies and Goblins that spawn over time. Each platform is numbered 1 through 4, marked by signs on their sides.
In order to damage Akelous, players must activate four Arc circuits which reveal fuel rods at the end of each of the long covered platforms extending from the central structure of the Spire, which each start in the middle around a large door. During the encounter groups of Goblins led by a Conduit Minotaur will spawn on platforms opposite each other, supplemented by Harpies and Goblins that spawn as new nodes are activated. It is recommended to stay off the tops of the platforms when possible as Akelous is able to push players off while moving. Each platform is numbered 1 through 4, marked by signs on their sides.


*Platform 1's circuit starts with a node on a wall under a catwalk on the lower level of the central structure, then a node on the side of the structure right below a piece of machinery. The rest of the Arc nodes can then be seen while simply moving to the end of the platform.
*Platform 1's circuit starts with a node on a wall under a catwalk on the lower level of the central structure, then a node on the side of the structure right below a piece of machinery. The rest of the Arc nodes can then be seen while simply moving to the end of the platform.
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*Platform 4's circuit starts with a node on the ground on the lower level, which then goes to a node right under the corner where it connects with the central structure, before going up to the right and then left sides of the platform.
*Platform 4's circuit starts with a node on the ground on the lower level, which then goes to a node right under the corner where it connects with the central structure, before going up to the right and then left sides of the platform.


Once all fuel rods have been revealed, Akelous will move in front of the latest one that was activated and reveal several eyes which must be destroyed to begin damaging it. Destroying these eyes quickly will provide more time to damage Akelous proper. High fire rate weapons are recommended for dealing with the numerous eyes, such as Trace Rifles, allowing you to sweep through them quickly. Once all eyes are destroyed, Akelous will begin moving backwards towards the center and be stripped of its armor, revealing its radiolarian core weak point. Due to the pace at which Akelous moves backwards, longer range precision weaponry is recommended, or a splash damage strategy such as rockets. At the end of the damage phase, Akelous will emit a blast which damages and knocks players backwards, whose effects can be avoided or mitigated by taking cover, aligning oneself with the gantry behind you, or going behind Akelous themselves. If Akelous has not yet been destroyed, players must repeat the Arc circuit activations to begin another damage phase.
Once all fuel rods have been revealed, Akelous will move in front of the latest one that was activated and reveal several eyes which must be destroyed to begin damaging it. The damage phase has already begun by this point so it is important to destroy the eyes quickly to have more time to deal actual damage. Once all eyes are destroyed Akelous will begin moving backwards towards the center and be stripped of its armor, revealing its radiolarian core weak point. At the end of the damage phase Akelous will emit a Repulsion blast which can knock players off the Spire or into objects while also dealing damage on its own, which can be avoided by taking cover or going behind Akelous. If Akelous has not yet been destroyed, players must repeat the Arc circuit activations another time.


Once Akelous is defeated, the loot chest will spawn in the center of the arena by the newly-opened door that drops into the Spire.
Once Akelous is defeated, the loot chest will spawn in the center of the arena by the newly-opened door back into the Spire.


===Descend===
===Descend===
Players must now travel down inside the Spire, to its reactor core, through the [[Pillory-0 Cell Stack]]. After following some ventilation shafts, players will find a large room filled with Goblins, Hobgoblins, and [[Fanatic]]s, with a Conduit Minotaur spawning shortly after clearing some of the enemies.  
Players must now race back down the Spire to its reactor core through the [[Pillory-0 Cell Stack]]. After following some ventilation shafts players will find a large room filled with Goblins, Hobgoblins, and [[Fanatic]]s, with a Conduit Minotaur spawning shortly after clearing some of the enemies.  


A new type of Arc circuit is introduced here, denoted by '''red''' cables. The nodes of red circuits can be activated in any order but they must all be activated within a short time or else they will reset to being deactivated. In this room, all nodes can be very easily seen from the middle catwalk.
A new type of Arc circuit is introduced here, denoted by '''red''' cables. The nodes of red circuits can be activated in any order but they must all be activated within a short time or else they will reset to being deactivated. In this room, all nodes can be very easily seen from the middle catwalk.  


Once the circuit is activated a door will open in the floor, revealing a large ventilation shaft with spinning fans which must be descended through. Each fan has a platform on top of it that can be stood on. Players can avoid timing jumps between the fan blades by going through the crevices in the walls of the shaft, though they should be careful not to fly back up into the fans when trying to land back on a platform.
Once the circuit is activated a door will open in the floor, revealing a large ventilation shaft with spinning fans which must be descended through. Each fan has a platform on top of it that can be stood on. Players can avoid timing jumps between the fan blades by going through the crevices in the walls of the shaft, though they should be careful not to fly back up into the fans when trying to land back on a platform.


The next room plays similarly to the first but nodes are now scattered up high and below and are harder to find, but can all be seen at once from the railed catwalk with a computer and crates right in front of the entrance to this room. Once they are activated and another ventilation shaft is traversed, players fall into the center of a room encircled by Arc gates which must be passed through to find the Conduit Minotaurs and most Arc nodes for this floor. There are three Arc nodes on the outside of the room, and one inside the area encircled by the Arc gates, which will be occupied by an Incarcerator Hydra.  
The next room plays similarly to the first but nodes are now scattered up high and below and are harder to find, but can all be seen at once from the railed catwalk with a computer and crates right in front of the entrance to this room. Once they are activated and another ventilation shaft is traversed, players fall into the center of a room encircled by Arc gates which must be passed through to find the Conduit Minotaurs and most Arc nodes for this floor. There are three Arc nodes on the outside of the room, and one inside the area encircled by the Arc gates which will also become occupied by an Incarcerator Hydra.  


The second secret chest can be found in this area. Underneath the stairs at each corner of the area is a vent cover, and one will open into a ventilation shaft where the chest will be found.
The second secret chest can be found in this area. Underneath the stairs at each corner of the area is a vent cover, and one will open into a ventilation shaft where the chest will be found.
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[[Persys, Primordial Ruin]] is the final boss of the Dungeon. To begin the encounter, shoot at or approach Persys, who will then emerge from the reactor core which will close behind it.
[[Persys, Primordial Ruin]] is the final boss of the Dungeon. To begin the encounter, shoot at or approach Persys, who will then emerge from the reactor core which will close behind it.


To damage Persys, players need to activate a reactor purge to remove its shields while being harassed by Persys itself, as well as by Goblins and Supplicants. To begin, two Incarcerator Hydras on both sides of the arena must be destroyed, which will then let the Conduit Minotaurs spawn. Obtain the Arctrician buff from the pools left by dead Conduit Minotaurs and activate the four Nodes on the inside-facing faces of the pillars of the room, alongside the fifth Node above the main door to the reactor core. When activated, the reactor core doors will open, both the large middle one and two smaller side sets.
To damage Persys, players need to activate a reactor purge to remove its shields while being harassed by Persys itself as well as Goblins and Supplicants. To begin, two Incarcerator Hydras on both sides of the arena must be destroyed, which will then let the Conduit Minotaurs spawn and open the main door to the reactor core. It should be noted that the reactor core has side doors which will still be open at this point, and enemies will not spawn inside until the Hydras are destroyed. Afterwards, both Goblins and Supplicants will spawn in the reactor core and Persys will also follow players inside.


Two out of four possible yellow Arc circuits will now be available to activate during this time, starting from the outside sides of the four pillars in the starting room with clear endings inside the reactor core. Completing both of these circuits will begin a lockdown of the reactor core, and to progress, the circuits must be completed, and then Persys lured inside, if not already present. As with the previous encounters, players should be aware that nodes will appear in inconvenient and misleading places, such as on the sides of the bottomless pit in the reactor core and on the sides of machinery.
Two out of four possible yellow Arc circuits will be available to activate during this time, starting from the outside sides of the four pillars in the starting room with clear endings inside the reactor core. Activating these circuits will seal the reactor core, and to progress the core must be sealed with Persys inside. As with the previous encounters, players should be aware that nodes will appear in inconvenient and misleading places, such as on the sides of the bottomless pit in the reactor core and on the sides of machinery. It is advisable to not stand in the central area of the reactor core as this is an exposed area that Persys will walk on.  


Players should try to refrain from completing the last circuit '''until Persys is inside the core''', or else they may not be able to begin the next pre-damage phase section of the fight, forcing a reset of the mechanics back to the start.
Players should not activate the last circuit '''until Persys is inside the core''' or else it may not be inside when the core is sealed and the process will need to be restarted.


*The back-left circuit goes up the left wall, then back down to the floor before going inside the reactor core. The only node inside the reactor core besides the end node will be on the backside of a piece of machinery.
*The back-left circuit goes up the left wall, then back down to the floor before going inside the reactor core. The only node inside the reactor core besides the end node will be on the backside of a piece of machinery.
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*The front-right circuit also has a straightforward path into the reactor core but will then have two nodes in the bottomless pit. The first of the two can be seen right after following the circuit into the core but the next one requires a player to jump onto the central walkway to see clearly, before jumping back to the perimeter of the room to activate a node on the side of a machine.
*The front-right circuit also has a straightforward path into the reactor core but will then have two nodes in the bottomless pit. The first of the two can be seen right after following the circuit into the core but the next one requires a player to jump onto the central walkway to see clearly, before jumping back to the perimeter of the room to activate a node on the side of a machine.


Once all circuits have been completed with Persys inside the core, players must evacuate the reactor core before it is sealed and refresh their Arctrician buff by killing the Conduit Minotaurs still present in the starting room. Players must then activate the nodes of the red Arc circuit which are located on the inside sides of the pillars, and one on top of the main door. Once complete, the reactor purge occurs and Persys will exit the core, ready to be damaged. Persys does not have a very long damage phase, and has the same small radiolarian core weak point typical of [[Wyvern]]s like it. If Persys is not defeated by the end of the damage phase, it will overcharge its shields and the reactor purge will need to be repeated.
Once all circuits have been completed with Persys inside the core, players must evacuate the reactor core before it is sealed and refresh their Arctrician buff by killing the Conduit Minotaurs still present in the starting room. Players must then activate the nodes of the red Arc circuit which are located on the inside sides of the pillars, and one on top of the main door. Once complete, the reactor purge occurs and Persys will exit the core ready to be damaged. Persys does not have a very long damage phase and has the small radiolarian core weak point typical of [[Wyvern]]s like it. If Persys is not defeated by the end of the damage phase it will overcharge its shields and the reactor purge will need to be repeated.


Once Persys is defeated, the final chest will appear and the Dungeon will be complete.
Once Persys is defeated, the final chest will appear and the Dungeon will be complete.

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