How to Kill Orowyrm Without Pulling Your Hair Out

How to Kill Orowyrm Without Pulling Your Hair Out

You’re standing in the middle of a shifting, monochrome landscape, looking up at a massive, mechanical dragon-worm hybrid that looks like it crawled out of a clockmaker’s fever dream. Welcome to the Duviri Paradox. If you’re trying to figure out how to kill Orowyrm, you’ve probably already realized that this isn’t your typical Warframe boss fight. It’s not just about having the biggest gun or the flashiest abilities. Honestly, it’s mostly about knowing when to grapple and when to hide behind a rock.

Most people fail because they treat it like a standard Exterminate mission. Big mistake. This fight is a multi-stage marathon that tests your movement more than your DPS. Whether you’re running the Lone Story or the full Duviri Experience, the Orowyrm is the final gatekeeper between you and your rewards. Let's get into the weeds of how you actually bring this thing down.

Getting Into the Air: The Pursuit Phase

Before you even touch the boss, you have to catch it. It’s flying in circles high above the map, usually firing projectiles that will knock you right off your Orvius. This is the part where most players get frustrated. You’re on your Kaithe, trying to close the gap, and the Orowyrm keeps weaving.

Basically, you need to use your Orvius. That glowing blue ring you’ve been using to solve puzzles? That’s your grappling hook. You can't just fly up to the head and start swinging. You have to latch onto the sides. Look for the glowing attachment points along its body.

Wait for the prompt. Hit the button. You’ll yank yourself forward.

Once you’re latched on, don’t just sit there. The wyrm has "fire rings" that move down its body. If one hits you, you’re going for a long walk back down to the ground. You have to hop between the latch points, moving toward the head while dodging these energy pulses. It’s a bit like a rhythm game, just with much higher stakes and more screaming.

Grabbing the Reins

Once you reach the head, you’ll get a prompt to "Enter" or "Control" the Orowyrm. This is the coolest part of the fight, hands down. You aren't killing it yet; you’re steering it. You need to fly this massive beast toward two specific portals in the sky. Fly through them to "purify" the worm.

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Don't overthink the steering. It’s heavy. It turns like a semi-truck on ice. Just aim for the center of the portals. Once you hit the second one, the scene shifts. You’re no longer in the open sky; you’re in the arena.

Phase One: The Ground Game

Now you’re on foot. Or, more accurately, you’re in your Warframe. This is where the actual "kill" part of how to kill Orowyrm starts happening. The boss will hover at the edge of the circular platform, and it has some very specific weak points.

Look at the segments of its body. You’ll see glowing canisters or "rings." These are what you need to shoot.

Wait.

Don't just spray and pray. If you’re playing on Steel Path, these segments are surprisingly tanky. You want something with high burst damage. If you got lucky with your Teshin’s Cave offerings and have a weapon like the Phenmor, Laetum, or even a well-modded Fulmin, you’re golden. If you’re stuck with a Stug? Well, I hope your teammates brought something better.

Managing the Minions

The Orowyrm won’t just let you shoot it. It summons Dax warriors and those annoying Liminus shadows.

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Kill them. Immediately.

They aren't just there for flavor; they drop health and energy, and if you let them swarm you, you’ll lose your opening to hit the boss. The Orowyrm also has a breath attack. It’s a massive beam of fire or cold (depending on the current mood of Duviri). When you see it charging up, look for the Archimedean’s shields or just hide behind the pillars.

Phase Two: The Center Eye and the Archwing Moment

After you break enough segments, the boss will reel back and expose its chest/head area. This is the "main" health bar. Usually, this is when the fight gets chaotic because the floor starts disappearing or the wyrm starts summoning more environmental hazards.

In the Steel Path version of this fight, there is an added layer of complexity involving a cinematic sequence where you have to use your Orvius to stay airborne while dealing with projectiles. It's intense.

One thing people often miss: the Decrees. By the time you reach the Orowyrm, you should have anywhere from 10 to 30 Decrees active. If you chose poorly in the early game, this fight will be a slog. Focus on Decrees that grant:

  • Double shots on every third hit.
  • Movement speed (helps dodging the breath).
  • Health regeneration on melee kills (for clearing the adds).

Common Mistakes That Will Get You Killed

I’ve seen a lot of players get "stuck" in the transition phase. If you fall off the Orowyrm while trying to reach the head, don't panic. Your Kaithe will automatically respawn underneath you. Just jump and summon it.

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Another big one? Ignoring the "Wyrmlings." These are smaller mechanical snakes that circle the arena. They chip away at your health while you’re focused on the big guy. Take ten seconds to wipe them out. Your future self will thank you when you aren't at 50 health during the final burn phase.

Also, for the love of the Void, use your Operator/Drifter abilities. If you’re struggling with survival, your Drifter’s heal (if you’ve leveled up your Intrinsic skills) is a lifesaver. Speaking of Intrinsics, if you haven't put points into "Combat" and "Endurance," you're going to have a much harder time. The Orowyrm fight is essentially the final exam for how well you’ve mastered the Duviri systems.

The Steel Path Difference

If you're wondering how to kill Orowyrm on Steel Path, the strategy changes slightly. The boss gets way more health, and the mechanics are less forgiving.

  1. Weapon Choice: You absolutely need a weapon that can handle the damage attenuation. High fire rate usually works better than single-shot snipers here.
  2. The Chest Eye: On Steel Path, the eye closes faster. You have a very narrow window to deal damage.
  3. The Add Phase: The Dax units are much more aggressive. Use crowd control abilities if your Warframe has them. Gloom, Molecular Prime, or even a simple Stomp can give you the breathing room you need.

Final Tactics for a Clean Kill

When the Orowyrm’s health gets low, it’ll start doing a "last stand" move. It’ll fly high and bombard the arena. Stay mobile. Don't stand in the red circles.

Once the health bar hits zero, you’ll get a prompt to finish it off. It’s a scripted sequence, so just follow the buttons on the screen. Congratulations, you’ve survived the paradox. You’ll get your Pathos Clamps—which you need for those sweet, sweet Incarnon Genesis adapters—and you’ll be warped back to the landing craft.

The most important thing to remember is that this fight is about patience. If you try to rush the grappling phase, you'll fall. If you ignore the adds, you'll die. Take your time, watch the patterns, and use your Orvius like your life depends on it. Because in Duviri, it actually does.

Actionable Next Steps

  • Check your Intrinsics: Before your next run, ensure you have at least Level 4 in Riding (for better Kaithe control) and Combat.
  • Focus on Pathos Clamps: Remember that a normal run gives you 10 Clamps, while Steel Path gives you 15. If you can handle the mechanics, Steel Path is much more efficient for farming.
  • Pick Your Warframe Wisely: If you have the choice in the cave, pick a frame with high survivability or a self-buff, like Revenant or Rhino. They make the ground phase trivial.
  • Master the Orvius: Practice the throw-and-latch mechanic on regular enemies in Duviri before you head to the final boss. It’ll make the climbing phase feel like second nature.