The Wellspring: Difference between revisions

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After killing all the enemies, the players will then be launched upwards and be met by a [[Darkness]] payload that is covered in destructible hive gunk. After the gunk has been destroyed, the escort portion will begin. This payload must be escorted throughout this portion of the mission. There are various points along the path of the payload that go over patches purple spikes of Hive energy that damage players that stand on top of them. In order to remove these spikes, players can shoot a green crystal that hovers over each spike patch. The players will also be swarmed by constant waves of Acolytes, [[Thrall]], [[Knight]]s, and [[Wizard]]s. After passing the steps, the players will escort the payload through a tunnel, destroying crystals and killing the constant waves of Thrall and Acolytes until the payload stops at a door that is protected by invulnerable crystals. The payload will charge up for a moment before exploding and destroying the crystals and the door.  
After killing all the enemies, the players will then be launched upwards and be met by a [[Darkness]] payload that is covered in destructible hive gunk. After the gunk has been destroyed, the escort portion will begin. This payload must be escorted throughout this portion of the mission. There are various points along the path of the payload that go over patches purple spikes of Hive energy that damage players that stand on top of them. In order to remove these spikes, players can shoot a green crystal that hovers over each spike patch. The players will also be swarmed by constant waves of Acolytes, [[Thrall]], [[Knight]]s, and [[Wizard]]s. After passing the steps, the players will escort the payload through a tunnel, destroying crystals and killing the constant waves of Thrall and Acolytes until the payload stops at a door that is protected by invulnerable crystals. The payload will charge up for a moment before exploding and destroying the crystals and the door.  


The attack version of The Wellspring concludes with a fight with either [[Golmag, Warden of the Spring]], a massive Hive Knight, or [[Bor'gong, Warden of the Spring]], a massive Hive [[Ogre]]. Both have the same fight mechanics and rotate every time Wellspring is in its attack version. The players will have the ability to plant a Rally Banner before the fight. When entering the room, they will find the boss kneeling in the center, protected by an immunity shield, with three floating crystals around it. Destroying all three starts the fight. In order to progress the fight further, there are three rooms to the side of the arena that have a hive ritual circle and an Wizard protected by an immunity shield in each. The players must stand on and guard these circles as waves of Hive try to interrupt the ritual. Once all three circles have been protected for an adequate amount of time, the immunity shields on the Wizards will drop and will drop a [[Void]] charge on death. Players will bring the charge back to central arena and deposit them into the center pillar. Depositing these charges spawn another hive crystal floating in the air. Once all three charges have been deposited and all three crystals have been destroyed, the immunity shield around the boss will drop and the fight will commence. Constant waves of Thrall will rush out to assist the Warden during the fight.  
The attack version of The Wellspring concludes with a fight with either [[Golmag, Warden of the Spring]], massive Hive [[Ogre]], or [[Bor'gong, Warden of the Spring]], a massive Hive Knight. Both have the same fight mechanics and rotate every time Wellspring is in its attack version. The players will have the ability to plant a Rally Banner before the fight. When entering the room, they will find the boss kneeling in the center, protected by an immunity shield, with three floating crystals around it. Destroying all three starts the fight. In order to progress the fight further, there are three rooms to the side of the arena that have a hive ritual circle and an Wizard protected by an immunity shield in each. The players must stand on and guard these circles as waves of Hive try to interrupt the ritual. Once all three circles have been protected for an adequate amount of time, the immunity shields on the Wizards will drop and will drop a [[Void]] charge on death. Players will bring the charge back to central arena and deposit them into the center pillar. Depositing these charges spawn another hive crystal floating in the air. Once all three charges have been deposited and all three crystals have been destroyed, the immunity shield around the boss will drop and the fight will commence. Constant waves of Thrall will rush out to assist the Warden during the fight.  


After losing a quarter of their health, the Warden will summon an immunity shield and call upon more reinforcements. Players must kill a [[Butcher of the Spring]] to take their Void Charge and deposit it in the Wellspring to disable the boss's shield and continue damaging them. The Warden will do this three times throughout the fight for each quarter of health taken. The amount of Butchers that spawn will increase by one each time. After the third shield is removed, The Warden will no longer be able to go immune.
After losing a quarter of their health, the Warden will summon an immunity shield and call upon more reinforcements. Players must kill a [[Butcher of the Spring]] to take their Void Charge and deposit it in the Wellspring to disable the boss's shield and continue damaging them. The Warden will do this three times throughout the fight for each quarter of health taken. The amount of Butchers that spawn will increase by one each time. After the third shield is removed, The Warden will no longer be able to go immune.