Once all founts are dispersed, players should be free to damage the Phalanx Echo itself for fifty seconds. Players should eliminate any troublesome Taken Psions, evade the Phalanx Echo, and position themselves in the required spots and kill the Knight Echoes and secure their Motes. Like the previous encounter, this one pivots on the use of Light/Dark motes and their founts. Another thing to note is the immunity shield protecting it players must dispose of it in order to get to a damage phase on the unit itself. Like other Taken Phalanxes, the Phalanx Echo will lay into its opponents with its Taken Slug Rifle while approaching them for a powerful blast from its shield (unlike other boss Taken Phalanxes, however, it doesn't have the ability to cast the tether orb). Here, the Phalanx Echo encounter begins once the probe is approached.Īfter approaching the probe, the Phalanx Echo will spawn along with its reinforcements: two squads of Taken Psions and a pair of Knight Echoes. After pursuing the spectral visage of the Fallen Kell through the shattered ruins of the realm's tunnels, the Echo will vanish, leaving players on a half-spherical platform with two pairs of founts and a Taken probe in the center. Once the two founts are dispersed, the door will open, revealing another set of pillars and another locked door, where players must repeat the process of positioning themselves in light or dark areas to kill the Knight Echoes, pick up their motes, and disperse the founts.Īfter disposing of the two pairs of founts in the tunnels, the players should then find themselves an exit, as well as their temporary nemesis throughout the Dungeon, the Kell Echo. The players should take them to their respective founts (Light motes to light and Dark motes to dark) and then activate their "fire" button to trigger a blast that will disperse the fount. After collecting a total of five motes, players will lose their ability to shoot and can be seen carrying a massive version of the mote they were originally carrying. Note that collecting a different class of mote will replace the motes the player has with the new class of them. In order to get the different types of motes, players should situate themselves in the appropriate areas in order to get the same class of motes (stand in areas that are bright and kill the Knight Echoes for Light Motes and stand in areas that are dark and kill the Knights for Dark Motes). To do so, players must gather motes from Knight Echoes scattered across the tunnels and bring them to each fount. These founts are prominent throughout the Dungeon and must be dispersed in order to progress. After entering the fragment of the Nine's realm, players will see two founts at the end of the tunnel (one of Light and one of Darkness). This encounter introduces the players to the recurring gameplay mechanic throughout the Dungeon. This encounter is the easiest encounter due to the lack of a Darkness Zone, though the respawn timer is extremely long, so be sure to revive your teammates quickly.
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