When this baby encounter is finished, the doors will open under you and you’ll be able to slide down. Repeat this process until you’ve activated all four of the nodes on the generator and completed all four circuits. Hit the first node and then follow the wire (being careful not to run into Supplicant Harpies, who will blow you to hell), activating the nodes along the way until you reach the generator. Work backward from the generator to reach the genesis point of each of the four wires. Make your way to the massive generator in the center of town, beyond the huge black doors in the ground. Kill the Minotaur and grab the Arctrician buff. When you first land in the Spire of the Watcher, proceed forward and into the tiny town filled with Vex. How to open the Spire and reach the first encounter There is one slight variation to this mechanic that we’ll get to later in the guide, but once you understand how to power up yellow wires, each encounter kind of solves itself outside of the damage phase. So even if you run out of Arctrician juice halfway through a wire, you have all the time you need to get it back. Once part of a wire is powered up, you can’t de-power it. That means if you go fast you can complete most encounters without running out of the buff and needing to pick it back up again. Each time you activate a node, the powered section of the wire goes from yellow to blue and you’ll gain about five additional seconds on your Arctrician buff. With the buff active, you’ll need to try to activate as many nodes along the encounter’s wires as possible, going in order from start to finish. Unlike most pools of white liquid in Destiny, this one will not hurt you to stand in, and will instead give you the Arctrician buff for 30 seconds. If you kill them, they’ll drop a pool of white liquid on the ground. To activate these big, yellow wires, you’ll need to have a special buff called “Arctrician.” (Yes, that’s a play on electrician but with Arc, the Destiny universe’s version of electricity.) Each encounter has special orange-bar Minotaurs with Void shields who roam around causing trouble. The end box is usually attached to a generator. The beginning node always has an arrow box next to it letting you know the direction of power flow. This is done by activating nodes along a giant wire.Įach wire has a beginning node and an end node, and usually there are several additional nodes along the way. Spire of the Watcher’s main mechanic is all about restoring power to unpowered machinery. The opening encounter - learning the mechanic If you need help finding these six recordings, we recommend checking out our separate Devilish Recordings guide. There are only six collectibles in the entire Spire of the Watcher dungeon, and you will find all of them before the dungeon’s second encounter - a far cry from previous dungeons’ collectibles. One of these vents - it’s the same vent each time, but the room is a perfectly square so you’ll probably need to check more than one - houses a secret compartment.īlast open the vent, crawl inside, and grab the second bonus chest. Under each set of stairs is a vent that you can destroy. Once the room is clear, go around to the four stairs in the room and look under them. Do not drop down the corners just yet, however. Defeat all the enemies inside and open the room up so you can proceed. When you’re descending the Spire of the Watcher and activating the red wires, you’ll eventually drop into the center of a room with a bunch of Tesla coils going on in a square around you. The second bonus chest is all the way at the end of the dungeon, just before the final boss fight.
0 Comments
Leave a Reply. |