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Скачать или смотреть Destiny Taken King - King's Fall Raid Guide - Warpriest, Relics, Tombships, and Annihilator Totems

  • Durren8
  • 2015-10-11
  • 784
Destiny Taken King - King's Fall Raid Guide - Warpriest, Relics, Tombships, and Annihilator Totems
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Описание к видео Destiny Taken King - King's Fall Raid Guide - Warpriest, Relics, Tombships, and Annihilator Totems

Destiny Taken King King's Fall Raid walkthrough guide. I show you how to beat the Warpriest, Relics, Tombship jumping puzzle, and the totems. Part 2 will be up soon.

My Channel:    / durren8  

The Last of Us Walkthrough:    • The Last of Us Walkthrough  

The Last of Us DLC:    • The Last of Us Left Behind (DLC)  

Relics

The raid begins in the Hall of Souls, where the fireteam is required to open the portal in the Court of Oryx by activating the six statues in sequence. Two relics will appear in the area, on columns immediately outside the court. When two Guardians take these relics, the area containing the statues will be blocked off by a force field and Taken will spawn within it. The remaining four players must shoot the field until it falls, then kill the enemies, allowing the relic holders to deposit both relics in quick succession into the marked statue. Once this has been done, two more relics will spawn elsewhere in the level, one to the right of the pre-Court room and one to the left, and must be retrieved and deposited in a similar manner. This process must be repeated six times, each time with the relics appearing further and further away and with more enemies and force fields between them and the statues. If the relics are not retrieved and deposited fast enough, the statue will depower and the sequence will regress by one stage.

Tombships
The fireteam must jump across a set of swaying platforms. Each player must make the journey individually, timing and aiming their jumps carefully to land on each platform in succession.

The next area is an enormous room in which many Tombships fly pre-set paths through the air, appearing and disappearing periodically. The Guardians must jump onto the docked tombship to begin the sequence, then wait until it draws close to another and jump across before the first one vanishes. Continue to jump from ship to ship until reaching the opposite side of the room, where the final tombship allows a jump to solid ground. Once again, every player makes their journey individually and cannot affect each other's progress.

Totems
In the center of the area is a large floor platform which is linked to a sealed gateway. On each side of the glyph are two rooms, one red and one blue, which are filled with an energy field that will damage unprotected players, and two totems that players must stand under at all times.

At the entrance to each side room is a ball of energy, which will grant an aura to a Guardian who picks it up by stepping up to it. This aura will protect that player, and any other players inside it, from the damage in the red or blue rooms for 30 seconds, during which they must stand under the totem. After that 30 seconds, the aura will transfer to another player standing inside it, and the original player will receive a buff called Deathsinger's Power. The player who has received this buff must now go to the central glyph and stand on it until the power discharges, as a third player arrives at the totem to relieve the second player and receive the aura from them just as the second received it from the first. The discharge at the glyph will partially unlock the gateway and leave the discharging player ready to receive the next aura from the opposite room. This process must be done in both rooms simultaneously to maintain the flow of players handing off both auras at once.

Warpriest
The Warpriest's chamber contains three pads upon which players can stand, and three large monuments bearing Hive runes on the near side and carved images on the far side. Standing on all three pads simultaneously will summon the Warpriest, who is initially immune to all damage. A large number of Hive will also spawn in the area. After most of them are killed, three Major Knights will appear, one in the area of each pad. Killing them will begin the glyph sequence that is used to make the Warpriest vulnerable.

One by one, in random order, the far sides of the three monuments will light up. A player must be in position to observe this, on either side of the Warpriest's ledge, because they will not be visible from the near side. Once a monument has lit, a Guardian must step onto the corresponding pad and remain there until the third pad has been activated.

If done correctly, the Guardian who steps on the third pad will receive an aura called "Brand of the Initiate." Any other Guardians standing near this player will be able to damage the Warpriest. The brand will last for ten seconds, after which the branded Guardian is killed, unless they kill an enemy before then, which will reset the timer to ten seconds.

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