Board Thread:Destiny Forum/@comment-26388714-20151105143114/@comment-26355186-20160215213623

Beginning

The team spawn in the new area on Mars, Blazing Sands. In the distance, the giant volcano of Olympus Mons can be seen, known by the Cabal as the Forge of Gods. Near the spawn, a large gate leading inside a mountain can be found. After a few seconds, two Gladiator type Major enemies called "Gatewatcher" will appear from Harvesters. Kill them to make two random players recieve the buff "Network Access" for 30 seconds. The players with the buff must activate two terminals on either side of the gate. The gate will open and the team can proceed into the Raid-exclusive area Melted Canyon.

The Bridge

When entering the new area, the team will find themselves inside an underground ravine, with a bridge in the middle of it, which points downwards. Once the Fireteam begins their descent, Harvesters with the black and orange livery of the Burning Legion will appear, dropping off Legionaries, Phalanxes and Centurions. As the team fights their way through to the middle of the bridge, a special Harvester will appear. This Harvester doesn't drop troops, instead, it houses a single Colossus by the name of "Kho'ogh, Watcher of the Gauntlet". Kho'ogh will fire his weapon, a large crossbow, at the Guardians. If the bolt hits, the Guardian hit by it will be given the debuff "Targeted for Destruction", which lasts for 15 seconds. After the 15 seconds, a barrage of missiles will be launched from the Harvester, aimed at the Guardian with the debuff, and Kho'ogh will fire a bolt at another player. To counter this, along the way of the bridge there are three Heavy Slug Thrower turrets placed out. To activate them, there is a Gatewatcher at each turret, which grants the "Network Access" to the Guardian that killed it. There is also a locked gate at each turret, which only opens with the Network Access buff. The Guardians must choose if they want to open the gate first or activate the turret first. A new Gatewatcher spawns after 1 minute has passed since a Network Access buff was used. Activating a turret causes it to fire on Kho'ogh's Harvester, damaging it. When the Harvester has lost a third of its Health, the turret will deactivate, and the team must continue on. To destroy the Harvester, all three Turrets along the bridge must be activated. When the Harvester is destroyed at the end of the bridge, Kho'ogh will jump out, arming himself with a Flamethrower. Two additional Harvesters will drop down two Gatewatchers each. To advance into the Gauntlet, all enemies including Kho'ogh must be killed, and the "Network Access" buff from the Gatewatchers must be used to open the gate. In Hard Mode, the Network Access buff only lasts 12 seconds when activating turrets and gates, and only 8 seconds during the final fight at the end. To make the consoles controlling the final gate available for use, Kho'ogh must be killed after the defeat of the Gatewatchers. If Kho'ogh is killed before the Gatewatchers, the consoles will still be usable, but the debuff Network Shutdown occurs instead and the team will wipe.

The Gauntlet

As the Fireteam enters the open gates, they will find themselves in what seems to be an abandoned train station underground, similar to Tharsis Junction. Directly infront of them, the Guardians can find the first Loot chest, which award materials. The team must now reach a large device in the middle of the room, which appears to be a teleporter. The teleporter needs to be activated by killing four Major Psions hidden around the area. The Psions are called Arc Carriers and drop arc charges similar to those found in Echo Chamber and Fallen S.A.B.E.R when defeated. The charges then needs to be inserted into the teleporter. Entering the teleportertransports the Fireteam to The Gauntlet, a gigantic armoured train speeding straight towards the Forge of Gods. Upon spawning, the team must make it from the wagon at the end of the train to the front of it, by fighting their way through hordes of Cabal, both on the outside and the inside of the train. A special enemy type will spawn on the train, called Juggernaut. A Juggernaut is a larger than normal Phalanx armed with a one-handed Forge Hammer and a smaller shield. Juggernauts have the ability to charge at Guardians, and being able to knock Guardians hit by the charge backwards. If they are killed, they drop a Forge Hammer relic, which can be used by Guardians. To proceed through wagons, a Forge Hammer must be used to destroy the door to the next wagon.

When the team reaches the engine room of the Gauntlet, Galur, the Scorched Flayer will appear. Galur is armed with two Slug Rifles, and he uses a number of different abilities. He also has a shield which grants him invulnerability. Galur's abilities include firing solar projectiles which seek out enemies, covering himself in fire and rushing towards the Guardians, and his normal Psionic Blast leaves a damaging burn field after it. However, his powerful abilities come at a cost. Whenever Galur uses any sort of ability, his shield drains slightly. Eventually, the shield will reach zero, and the Flayer will be stunned by it. This leaves him open to attack for about 20 seconds. When Galur has lost his shield for the first time in the fight, adds will begin to spawn. When Galur has lost 33% of his Health, he will add a new attack. When his Shields are being replenished, he will float into the air and release a powerful AOE attack that can take away about half the Health of an undamaged Guardian. The only way to avoid this is to hide behind the few covers in the room. However, as the fight goes on, more and more cover will disappear. When the Flayer has lost 66% of his Health, he will add a powerful beam of energy which he fires in a wide circle clockwise. This beam insta-kills Guardians at full Health, but it can be easily avoided. As Galur places himself in the middle of the room while doing this attack, Guardians must run away from the beam. At running speed, a Guardian with decent Agility stats can outrun the beam. On Hard Mode, Galur adds a final attack when he loses 99% of his Health. He will float into the air and charge up a desperate suicide attack, in which he fills himself with energy and then detonates, wiping the Guardians. To stop this, the Fireteam must take Galur's last 1% of Health down while he charges the attack.

Once Galur is defeated, he drops a Solar charge, identical to an Arc charge other than the change of element. This charge needs to be inserted into the gigantic engine at the end of the room. The Engine will overload with power and explode, causing the Gauntlet to violently crash into the gates of the Forge of Gods.

The wreckage site

The Guardians' vision will black out during the crash, and will then be spawned into the wreckage of the Gauntlet, placed out by random. In this stage, the Guardians will need to make their way through the wreck site while avoiding detection from Cabal forces. The Cabal are regular Burning Legion members, only unique by the special title "Search Team". If detected, a message will appear: "The Cabal has found a target", an alarm will sound and the Guardian that is detected will be swarmed by numerous reinforcements. The other players will remain undetected, while the detected Guardian must try to fight through the wreckage. If a Guardian dies, his/her Ghost will appear at the end of the wreckage maze, and will be revivable once a Guardian makes it through undetected. Once the team is through, they will enter the next section.

NOTE: Search Team Cabal will have detection "rings" similar to those of the Hive in the Last Rites mission.

The Elevator

After exiting the destroyed train station and the Gauntlet, the Fireteam will venture through a series of corridors patrolled by squads of Phalanxes and Legionaries, led by lone Centurions. These Cabal can be attacked and killed without consequence. Eventually, the Fireteam will come across a large gate, which opens up to reveal a large, rectangular elevator, about half the size of Valus Ta'aurc's battle arena, just to give some proportions. The elevator will automatically start when all Fireteam members are standing on it. As it is rising, an alarm will sound and troops will drop down on it. Initially, only Legionaries will drop down, but as time goes on Psions and Centurions will join the fight. Colossi will be standing in open gates that the elevator passes. There will also be a need to protect certain weak points in the elevator. Special Major Legionaries called Forge Bombers will attempt to perform suicide bombings on exposed gears in each corner of the elevator. They don't attack Guardians and move quite slowly, but have large amounts of Health. They can be killed quickly by shooting the explosives on their backs, however, this strategy is dangerous as the resulting explosion will cover an area with fire that rapidly depletes a Guardian's Health. If they reach a gear, they will activate the explosives and damage the gear. A gear can take three explosions before being destroyed, two on hard mode. If a gear is destroyed, the elevator loses a fourth of its speed. If all gears are destroyed the elevator stops completely. To repair a gear a minimum of two Guardians must stand near it as their Ghosts work on it. In Hard Mode, gears cannot be repaired and the team wipes if all gears are destroyed.