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--- | ||
title: The Harrow | ||
activity_type: | ||
- Dungeon | ||
activity_name: Pit of Heresy | ||
aliases: | ||
- The Harrow | ||
--- | ||
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> [!tl-dr] tl;dr | ||
> - Navigate a maze and kill Wizards to break the seals on the door that leads to the final encounter. | ||
___ | ||
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## Notes | ||
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### Team Setup | ||
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I feel like I could copy and paste this line in every dungeon encounter, but there's really not much to do here role wise. Everyone can do their own thing or move as a group. | ||
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### Details | ||
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Dear God watch out for the traps. It might be best to use a map here to navigate around, but plan on getting lost and turned around a ton. | ||
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### Loadouts | ||
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Add clear and a decent special / exotic primary to take out some Wizards. | ||
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---- | ||
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## Hide and Seek | ||
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Everything here is pretty straightforward honestly. When you first drop in, you'll see three Hive runes on a wall in front of you. These correspond to specific towers around the map where Wizards titled **Malevolent Ritualists** reside. I think it goes without saying that you need to go pay them a visit and give them a nice hug. | ||
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Y'know, as you do. | ||
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<figure markdown="span"> | ||
![Malevolent Ritualists](../../assets/img/PoH/PoH-Ritualist.png){ width="700" } | ||
<figcaption>Malevolent Ritualist in Bigfoot quality</figcaption> | ||
</figure> | ||
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There are a couple of ways to locate these wonderful beings: | ||
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=== "The Easy Way" | ||
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Use a map to locate each specific tower so you don't get as lost. | ||
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=== "The ~~fun~~ Hard Way" | ||
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Wander around only using your radar to find out where the Wizards reside. | ||
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Here's the map in case you want to use it. | ||
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<figure markdown="span"> | ||
![The Harrow](../../assets/img/PoH/PoH-Harrow.png){ width="700" } | ||
<figcaption>Map of The Harrow</figcaption> | ||
</figure> | ||
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The [original Reddit post](https://redd.it/dpkc4c) this came from has been since deleted, but I thought I'd link it here anyway for posterity's sake. | ||
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> [!deadly] Is This Takeshi's Castle?! | ||
> Listen I used to love that show (and the American MXC version). The real danger here is all the damn traps around. Not only do you have to jump to narrow platforms and ledges to find your way around, but you have to watch out for spiky logs and swinging pedulums of doom. | ||
> | ||
> If everyone dies, it's a complete wipe and you have to start the entire encounter over with new symbols to find each time. Also when anyone dies, there's a 45 second respawn timer which can get annoying. | ||
Thankfully once all the seals are broken, the encounter is technically over and you won't have to wipe if something happens. The respawn timer also gets set to only five seconds or so. | ||
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Anyway that's it really. | ||
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Now onto the boss! | ||
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--- | ||
title: Zulmak, Instrument of Torment | ||
activity_type: | ||
- Dungeon | ||
activity_name: Pit of Heresy | ||
aliases: | ||
- Zulmak, Instrument of Torment | ||
--- | ||
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> [!tl-dr] tl;dr | ||
> - Kill the three **Disciples of the Broken Blade** | ||
> - Deposit their **Void Charges** and extinguish the flames around | ||
> - Kick Zulmak in the head | ||
___ | ||
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## Notes | ||
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### Team Setup | ||
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Does it need much repeating here? Everyone can work together or separate really. | ||
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### Details | ||
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Pay attention to each of the towers in the arena. Each one houses a specific Disciple (the main enemies from the [first encounter](1-The-Necropolis.md)). Looking at the arena, from left to right, they contain the **Knight**, **Shrieker**, and **Wizard** respectively. | ||
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Keep an eye out on the pedestals around. These spawn adds. | ||
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### Loadouts | ||
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A metric fuck ton of add clear and some form of close range, high damage heavy and/or super. Wells, in my opinion, aren't really super necessary here unless you just really want one. | ||
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---- | ||
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## Swarms and Flames | ||
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Like most of the dungeon here, things are fairly straightforward. The encounter starts by getting too close to the center or shooting things. | ||
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Your first order of action is to kill one of the **Accursed Swordbearers** and take the relic sword they drop. | ||
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Then, you'll go to into each of the towers mentioned above and play rock-paper-scissors to kill the resident Disciple. When they die, they'll drop a **Void Charge**, which you need to dunk in one of the three points around. They're fairly easy to spot as they're placed in front of each tower. | ||
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<figure markdown="span"> | ||
![View of towers and Zulmak](../../assets/img/PoH/PoH-Zulmak.png){ width="700" } | ||
<figcaption>Three towers with Zulmak in the center</figcaption> | ||
</figure> | ||
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If for some reason you lose one, no sweat. When all Disciples are killed, orbs will spawn in each tower. This is honestly pretty nice as you don't have to wait for them to respawn or something. | ||
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Once all three charges are dunked, dps will begin. | ||
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**In order to actually damage Zulmak, you need to be in the inner ring by the crystal in the center.** | ||
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Basically getting right up in his face is the key. | ||
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> [!deadly] Why is Everything Exploding and Catching Fire?! | ||
> There are two major things that can ruin your day here and cause a wipe: | ||
> - After a few moments of dps, a bunch of cursed thrall are going to start asking for hugs. It's easy to get focused on Zulmak and not see them sneak up on you. | ||
> - Dps is also time gated. When you see him plunge his sword in the ground and flames start to rise, get the hell out because you will die in mere moments. | ||
Honestly I wish Bungie would scale older dungeons and raids with the current power levels as the current power creep basically allows you to one-phase him here. | ||
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If something happens and you can't, no judgement from me. You'll just have to kill the freshly respawned Disciples and dunk more charges again. | ||
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Good job on clearing the dungeon! Proud of you. | ||
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