Orowyrm

The Orowyrms are gigantic bio-mechanical creatures of Orokin design. They serve as the Grand Bosses of the Duviri Landscape, fought at the final stage of a Spiral.
Each of the courtiers of Dominus Thrax has an Orowyrm form they assume when they lose control over the emotion they embody: Mathila for Joy, Lodun for Anger, Bombastine for Envy, Luscinia for Sorrow, and Sythel for Fear. The only gameplay difference between these Orowyrms is the elemental damage they inflict.
They were officially introduced in , appearing inside mirrors found in Isolation Vaults. Orowyrms have since made appearances in other places as well, making rare occurrences while loading in Empyrean Void Storms and regularly passing by in the Void passage between Rania and Belric's crystals in Mirror Defense.
==Behavior==
Each of the Orowyrms have different elemental damage types. Beyond those differences, all the Orowyrm bossfights play out the same.
*Mathila (Joy) deals damage.
*Lodun (Anger) deals damage.
*Bombastine (Envy) deals damage.
*Luscinia (Sorrow) deals damage.
*Sythel (Fear) deals damage.
===Archgun Damage Resistance===
The Orowyrm possesses a flat 50% damage resistance against the that spawns naturally during its fight.
===Phase 1===
Emerging from the skies, the Orowyrm snakes above Duviri accompanied by Wyrmlings. Despite its colossal size, the beast is surprisingly fast and can outpace the Kaithe.
*Breathes a continuous stream of its respective element in front of it. This can deal massive damage to the Drifter, making approaches from the front extremely dangerous.
*Releases projectiles from its body. When destroyed, they release a gust of wind that gives the Kaithe a speed boost.
*When latched onto, an energy ring travels across its body from front to back.
===Phase 2===
Dragged into its arena and grounded, the Orowyrm hangs outside the edges of the field and periodically slithers across.
*Breathes flames onto the center, causing numerous geysers to erupt.
*Breathes flames in a line, leaving behind hazardous patches.
*Aims a laser directed at a player.
==Strategy==
===Phase 1===
The Drifter will receive an , a throwing Glaive that temporarily replaces the , to combat the Orowyrm. The creature emerges from a portal above the large bust of Dominus Thrax to the northeast of Watershed Hamlet. Players must use their Kaithe to fly to the beast; destroying the orb projectiles with the Orvius will produce a current that boosts the Kaithe's flight speed. Once close enough, they must use the Orvius to grapple onto the wyrm's side indicated by a blue glow, then jump off to grapple the next segment to reach up to its head to possess it with Transference.
Avoid approaching the Orowyrm from the front as its breath attack is usually fatal. The key is to use the primary fire to destroy the orbs as they get close, then fly through the "wind bursts" they leave behind; do not try to destroy them just as they are about to hit the Drifter, as the Kaithe will pass over the speed boost. Upon grappling the Orowyrm, players need to jump away and latch onto the segments closer to the head, but must take care avoiding the Wyrmling's projectiles and the energy ring that passes through the Orowyrm lest they get knocked off.
In The Steel Path, before the Orowyrm can be possessed, the players must align the rings across its body by interacting with the Pathos Valves while hanging on the Wyrm's side. A UI appears on the left side of the screen indicating their alignment.
The player has a limited time to control the Orowyrm and use its breath attack to destroy two Wyrm Tethers. This will create a portal which the player must steer the Orowyrm through. If the player takes too long, they are forcibly ejected from the Orowyrm and any Pathos Valves will shift alignment.
===Phase 2===
Driving and grounding the beast into its arena, the Drifter dons their Warframe to do battle. The Operator/Drifter cannot be used at all in this portion of the fight. The Orowyrm is vulnerable from the three red glowing rings on its body. If the player takes too long to destroy all the rings, an from beyond the Void will spawn in the center. After depleting the first of its three health bars, it summons Hollow Thrax Centurion and Dax reinforcements, then Wyrmlings after its second health bar. The process simply repeats until all of its health bars are depleted.
In The Steel Path, after its first health bar is lost, instead of summoning Hollow Thrax Centurion and Dax reinforcements, Kaithes will spawn in the center and the players must quickly board them and fly toward the outer edges of the arena before a Void Wall descends on the center, while scorching all the floors and walls which inflict a highly damaging proc. They must then kill all the Wyrmlings flying around the outer edges with only the Sirocco, while carefully avoiding lasers that fly out from the center. The Wyrmlings fly clockwise around the arena and will occasionally spiral to form a series of rings; flying through the rings will produce a projectile that homes-in on the Wyrmlings. Once the Wyrmlings are dead, the central Void wall will disappear and players must quickly return to the center as another Void Wall will appear from the outer edges and converge inward.
Once defeated and pacified, players are awarded with 100,000 Affinity and a treasure chest containing 10 (15 on The Steel Path), 15 Drifter Intrinsics (22 on The Steel Path), 5 (Steel Path only), and a rare Decree. If Kullervo was defeated either before or after the Orowyrm, is awarded in quantities of 4, 5, or 6 (6, 7, or 8 in Steel Path). They are then taken back to the Duviri mainland at The King's Palace where they can meet with Acrithis and buy her wares or extract.
===Summary===
*Phase 1: Pick up the and fly to the creature via Kaithe, destroy the orbs to get a speed boost. Grapple onto the Orowyrm's sides and move toward the head to possess it. Use the Orowyrm to destroy the two Wyrm Tethers and steer it into the portal.
**Steel Path: Grapple just before the large rings on its body and interact with them to align them according to the UI on the left side of the screen.
*Phase 2: Destroy the three rings on its body, kill enemy reinforcements, repeat.
**Steel Path: After its first health bar, mount the Kaithes in the center and fly outward before the Void Wall descends. Kill the Wyrmlings that appear, then fly back to the center.
==Notes==
*A Wyrmling can be seen in the Duviri Paradox' cinematic teaser. It has a tasseled tail and seemingly plays the role of Lodun in an amphitheater, entertaining Thrax as it fights an actor that plays the Drifter.
*The Orowyrm's fire breath has a range of ~170 meters.
*The Wyrmlings in the Steel Path Kaithe section will accelerate their movement to stay in front of the player.
==Tips==
*In case players run out of ammo, breaking Curax Dole storage containers spread across the boss room is guaranteed to yield 1 universal ammo pickup. All enemies are also guaranteed to drop 1 universal ammo pickup.
*Decrees that benefit melee and trigger from headshots provide no benefit for the fight, as most melees (except for Gunblades and 's Heavy Attack) are incapable of reaching the Orowyrm's rings and it has no part that is susceptible to headshots.
*'s can deal significant damage to the rings.
*'s particularly excels in this fight, with dealing significant damage to the rings and can fly and use her hitscan pistols to trivialize the Steel Path Kaithe section.
==Trivia==
*They were first seen in The Duviri Paradox Reveal Trailer on TennoCon 2019.
*The Orowyrm is sometimes referred to by the community as "Void Worm" or "Space Dragon", due to its serpentine appearance. 
**Fittingly enough, a "wyrm" is a type of dragon, usually depicted without any limbs.
*Early in its development as seen in its concept art, the Orowyrm was known as the Tubificid.
*Mathila and Lodun imply that Orowyrm transformation is not voluntary, instead happening when the courtiers lose control of their emotions."I always swear I will not indulge in that horrid Wyrm behavior, but I just get so very. Very. Very. Happy." - Spoken by Mathila"Next time, I'll stay in control. Keep out of Wyrm form. Dethrone that little bastard!" - Spoken by Lodun
*When closely examining the image of Pathos Clamp, it could be assumed that, like any other large Orokin construct, there is organic matter under the shell of the Orowyrm.
*They may have appeared even earlier in the game than their official form - a similar serpentine silhouette could rarely be seen moving past the blue glowing "window" panels within Orokin Towers. This may have been the design prototype of their official appearance later within Isolation Vault mirrors. 
*Aiming at an Orowyrm's head in its second phase will cause a smaller health bar with Lodun's name to appear, regardless of the courtier and their associated spiral. 
==Gallery==
File:OrowyrmConcept1.png|Concept art 1
File:OrowyrmConcept2.png|Concept art 2
File:Orowyrm.jpg
Tubificid Concept Art 01.png
Tubificid Concept Art 03.png
Tubificid Concept Art 02.png
Tubificid Concept Art 04.png
Tubificid Concept Art 05.png
File:Orowyrm drifter.jpg|Sythel's Orowyrm
File:OrowyrmFight.webp|Mathila's Orowyrm
==Patch History==
es:Orowyrm
Category:Speculation
Category:Orokin
Category:Void
Category:The Duviri Paradox