Przewodnik po lochach Vesper's Host i solucja w Destiny 2

cyberfeed.pl 1 tydzień temu


Vesper’s Host is a Destiny 2 dungeon arriving alongside Oct. 2024’s Revenant Act I.

Much like the Deep Stone Crypt, it involves exploring a Braytech facility above Europa, and players acquainted with that raid will feel right at home with that location and its shared mechanics.

There are 4 encounters to tackle here, with 2 bosses that request squashing, and plenty of loot to catch — including the return of the Ice Breaker exotic sniper rifle.

Here are all the steps you request to follow to complete each encounter and conquer the Vesper’s Host dungeon with our walkthrough.

How to start Vesper’s Host in Destiny 2

Image: Bungie via Polygon

This is the first hurdle of the dungeon, and an unnecessarily tricky one. Before you can start Vesper’s Host, you request to get the quest for it. However, the game doesn’t truly tell you where you request to go to start this quest.

Head to the Last City social space. Talk to Spider in the bar on the left of Eido’s shop to catch the quest and get started.

Once you’ve picked up the quest, you can then launch the dungeon from the Europa map screen.

Rundown of the main mechanics

Image: Bungie via Polygon

Vesper’s Host has any mechanics that appear throughout the dungeon, so it pays to be aware of them ahead of time. Let’s go through these here, so you’ll realize what’s to come and have a hand glossary to go back over if you’re unsure at any stage.

Scanner, Operator, and Suppressor augments

Graphic: Bungie via Polygon

These are a carryover from Deep Stone Crypt, though there have been any tweaks to how they work. Operator is beautiful much the same, you’ll request to equip the red Operator augment to shoot panels that the Scanner will indicate.

Scanner works rather differently here than it did before. You inactive request to usage it to identify the correct panels for the Operator to shoot, but now you request to approach the panel to identify it. While you have the yellow Scanner augment, panels will appear on your radar as yellow icons. Approach a panel and the icon will either turn white or disappear. The white icons are the panels your Operator needs to shoot.

Suppressor is very different in this dungeon. While you have the blue Suppressor augment equipped, you can press your grenade button to drop a hologram. This is utilized during sections where you must deal with invulnerable enemies. Drop a hologram erstwhile they are close and they will flock to it. Shoot the hologram and it will detonate, and all close enemies will become susceptible to your attacks.

Something else to bear in head is these augments now come with timers. erstwhile you choice up an augment, a timer will appear at the top of the screen. You’ll request to get free of the augment before the timer runs out or you will die. Thankfully, you can inactive deposit augments into augment stations. If your timer is moving low, pop your augment into a station and catch it again instantly to reset the timer.

Numbered panels and atomic cores

Image: Bungie via Polygon

Outside of fighting enemies, your objectives in this dungeon will revolve mostly around transporting atomic cores and shooting numbered panels.

Vesper’s Host involves numbered panels and core deposits a couple of times. We’ll explain as we go, but fundamentally you’ll either want a pen and paper close to jot down any numbers, or you can usage the in-game text chat, whichever is easier.

The atomic cores are beautiful standard Destiny fare; you’ll request to choice them up erstwhile they appear and deposit them into their respective locations. While carrying atomic cores, you will gain stacks of radiation. If you get to 10 stacks, you’ll drop dead. Another player can catch a core from you to alleviate this, or you can drop the core manually by equipping a weapon.

Nuclear cores have timers, but the timer only relates to how long the core will stay active while no 1 is carrying it. usage that time to your advantage; you can drop a core at any phase to clear out any enemies, then catch it again to keep moving.

Entering Vesper’s Host – Embarkment encounter

Image: Bungie via Polygon

You’ll burden into the dungeon on a walkway outside the station. Head forward along the walkway and into the large area full of containers. Fallen enemies will begin to pour in from doors on either side of the room, 2 of which will have the Scanner and Operator augments.

There are 4 panels scattered around the room, so catch the Scanner augment to check them. 3 of them will turn white on your radar, so another player with the Operator augment needs to shoot them. If you shoot the incorrect one, your squad will be wiped.

Once the Operator shoots the 3 correct panels, the door at the back of the area will open. proceed through it, and follow the way ahead to scope the first encounter.

Vesper’s Host first encounter – Activation

Image: Bungie via Polygon

You’ll find yourself in a large area with a unusual circular structure ahead in the distance. There are 4 doors around the area and a large spherical object close the back. The back right door is the exit, so we needn’t concern ourselves with that just yet. The another 3 doors, front right, front left, and back left, lead to separate rooms that we’ll request to visit as part of the encounter.

The goal is very simple: there are three atomic core deposits at the back of the room, so we request to get a atomic core from each of the 3 side rooms. Approach the large sphere and interact with it to begin the encounter.

Clear the area and get the Scanner augment

Image: Bungie via Polygon

A Brig will drop into the mediate of the room. destruct it and clear out the enemies around the area to catch the Scanner augment. Head into 1 of the 3 side rooms, these can be done in any order. There will be any tough enemies along the way that you’ll request to defeat to unblock your path, so be fast as you request to be mindful of the augment timer.

Once you enter the room, usage 1 of the augment depots to refresh your Scanner. There are six panels in each room, so check your radar to see precisely where they are. The Scanner needs to check the panels and find out which 4 request to be shot. An enemy with the Operator augment will appear in the room, so take them out and usage the Operator to hit the correct panels.

Use Operator to get the atomic core

Image: Bungie via Polygon

With this done, a atomic core will appear in the room. catch it and head back to the central area. Enemies will spawn to block you, including duskfield shanks that will slow you down. Coordinate with your squad to clear the way, and remember you can drop the core for a fewer seconds if you request to.

Once you return to the main room, a fresh Brig will have spawned in the centre. The deposits for the atomic cores will be covered by shields until the Brig is destroyed, so focus it down and deposit the core as shortly as it’s gone.

Image: Bungie via Polygon

You simply request to repeat these steps in the another 2 rooms. The area on the right is the simplest, as there are no possibly deadly jumps to deal with. You should start with this area to get the swing of things, then tackle the 2 rooms on the left. The only change comes with the final core, as this time a gigantic Brig will appear. There’s nothing complicated here, just a bigger, tougher enemy to defeat.

Once you get free of the last Brig, deposit the final core to complete the encounter and catch your first rewards from the dungeon. The door at the back right of the area will unlock, and you can proceed to encounter number two.

Vesper’s Host second encounter – Infiltration

Image: Bungie via Polygon

This encounter tasks you with grabbing more atomic cores, but this time you request to deposit them in a certain order. It starts with beginning the first door, which introduces you to a mechanic unique to this encounter.

Power Reserves and how to usage them

Image: Bungie via Polygon

You’ll be manually beginning and closing doors in this encounter, utilizing your Power Reserves. Look at the bottom left of your screen, you’ll see the Power Reserves icon with 4 pips below it. It costs 1 pip to open a door, and you receive 1 for closing a door.

In practice, this simply means that whenever you open a door, you’ll want to close it after you to take the Power Reserve with you. This is just basic manners, but inactive a valuable lesson that Destiny is trying to teach us, so fair play.

There are shield generators around the area which you can catch extra Power Reserves from, but that only allows you to open doors without closing them, like any kind of monster.

Image: Bungie via Polygon

Aside from beginning and closing doors, the real nonsubjective here is to grab 5 atomic cores and deposit them in the correctly numbered location. You’ll get cores by defeating Captains, most of which will appear conveniently close whenever you deposit a core. However, the inconvenient part is the invincible boss Servitor who plagues you throughout this encounter.

To make your life easier, follow these instructions to get each core to the correct location rapidly and efficiently:

Image: Bungie via Polygon

  • Once you enter the main corridor, go to the left and around the corner
  • Take the first left, you’ll see the Captain consecutive in front of you
  • Kill it and catch the core, then turn 180 degrees around
  • Go through the door now straight in front of you
  • Place the node into deposit “1”, then kill the Captain that spawns in the room

Image: Bungie via Polygon

  • Exit through the door to the right of where you came in
  • Turn right, and go through the door straight in front of you
  • Box number “2” is here, deposit your core and catch the next 1 from the Captain

Image: Bungie via Polygon

  • Go out through the door other where you came in and turn right
  • Box number 3 “3” will be there beside where you found the first Captain
  • Deposit your core and the large doors up the stairs will open

Image: Bungie via Polygon

  • Go through those doors and kill the Captain inside
  • Go out the door to the right, and turn off the shield blocking the next room
  • Go through the door straight across the hall to find deposit “4”
  • Pop your core in and take out the Captain that spawns behind you

Image: Bungie via Polygon

  • Exit through the door you came in, turn right, then go through the door straight ahead
  • Go up the stairs and through the 2 doors
  • Head out the beginning to your left, and go around the corner to the right
  • Go through the door on the left, to find box number “5”

Once you deposit the 5th core, a large door beside you will open. The boss is just outside and will begin pouring explosives into your room. Stay back to avoid them, and wait for your break. You just request to run into this area a small to the left and drop down into a hole, so erstwhile the boss stops dropping bombs, make a run for it to complete this encounter.

Vesper’s Host 3rd encounter – Raneiks Unified boss fight

Image: Bungie via Polygon

Now it’s time to take down the boss that bothered us throughout the erstwhile encounter, Raneiks Unified. This giant conglomeration of Servitors needs to be taken apart, literally.

Once you enter this boss room, you’ll be met with many numbered panels, moving from 0 to 9. You’ll request to hit the correct panels to weaken the boss, and here’s how to do it.

Defeat the device Priest

Image: Bungie via Polygon

The area begins to fill with enemies, and your first occupation is to clear them out. After taking out adequate of them, a Machine Priest will appear close the back of the room. Focus your fire on the priest and take it down to be transported to the advanced level where the boss is.

During this phase, a Shank with the Operator augment will appear. Take it down erstwhile you have a chance, then pop the Operator into the close depot– you’ll request that later.

Finding the right numbers

Image: Bungie via Polygon

As shortly as you appear upstairs you’ll be swarmed with Shanks. Clear them out and 1 will appear carrying the Suppressor augment. Take that 1 out and catch the Suppressor augment, you request to usage it on the boss.

To do so, press your grenade button close the boss to drop a hologram. Shoot the hologram, and the boss will disintegrate into respective smaller Servitors. Each 1 will be named Raneiks, with a different number assigned to each. You request to do any fast detective work here, as 2 of the Servitors will be different from the others.

These Servitors will have a stronger glow, and a couple of red orbs attached to them. You request to identify these Servitors and take note of their assigned numbers.

Image: Bungie via Polygon

Once you have the first 2 numbers, go through the tunnel beside the boss and drop back down into the lower room. Defeat another device Priest to be transported up and repeat the process. This will get you 2 more numbers, 4 in total.

Once you jump back down to the main room, catch the Operator augment and shoot the 4 panels with the numbers you got from the Servitors. The boss will descend and become susceptible to your damage, but there is 1 more step involved.

A Shank with the Suppressor augment will appear. catch it and usage it on the boss to one more time turn it into respective smaller Servitors. Now you can deal any real harm to the boss, but you’ll request to spread it out. As you now have multiple targets, weapons and abilities that hit many enemies are the way to go here. Single-target burst harm options like Golden weapon are useable but not very effective. Focus on grenade launchers, rocket launchers, and supers that have a wide area of effect.

Raneiks will improvement and become immune again beautiful quickly, so you just request to repeat the steps until you take it down. Something to be aware of, erstwhile you get it down to a tiny fraction of its health, it may appear like the boss stops taking damage, but besides it doesn’t retreat. erstwhile this happens, you’ve beautiful much won, and just request to finish off the remnants of Raneiks de-Unified.

The Corrupted Puppeteer boss fight guide

Image: Bungie via Polygon

We’re on to the final boss of Vesper’s Host, The Corrupted Puppeteer. As is frequently the case, the final fight tests everything we have learned so far in 1 final challenge. This fight comprises multiple stages of utilizing the augments, moving cores, and a fun fresh wrinkle: dodging deadly lightning. Let’s get after it!

Image: Bungie via Polygon

This encounter begins in the main area with the boss at the back, 4 numbered pillars in the middle, doors on either side, and numbered panels all over the walls and ceiling. The first thing you request to be afraid about is the irradiated enemies. These are puppets of the boss that pursuit after you, with a visible aura around them. While you are inside this aura, you begin to stack up levels of radiation. Like with the cores, 10 levels mean death.

Image: Bungie via Polygon

To defeat these enemies, you’ll request to use the Suppressor augment to make them vulnerable. Thankfully, they are drawn to the hologram, so drop it and wait until both irradiated enemies are close to it. Pop the hologram, then take down the puppets. You’ll request to take out 2 pairs of puppets: the first will spawn in the Scanner augment, and the second will spawn in the Operator augment.

Image: Bungie via Polygon

Once you have the augments, you’ll request to use the Scanner to check the pillars. Whichever 1 is marked on your radar, is the number that the Operator needs to shoot. For example, if the Scanner gets a affirmative read on the pillar marked with a “2”, the Operator then needs to shoot the 4 panels with the number “2” around the room.

Once you shoot all 4 designated panels, the boss will flee to the lower levels. The doors on either side of the area lead to holes that drop down to the lower levels. Look for the flashing red lights, 1 side will have them. Whichever side does, that’s where you request to drop down. Before you do, be certain to drop all 3 of the augments into the depots. You will request them later.

Image: Bungie via Polygon

This section can get a bit hard to keep track of, but erstwhile you realize the layout you’ll have no problem with it. Essentially, the lower levels are a mirrored area that consists of 2 central rooms leading to 2 main combat rooms, and trap-laden side corridors connecting them.

After you drop down the hole, follow the red lights to get to the first combat area you request to go to. The 2 rooms are laid out differently, but function identically. To get to the room, go through the door with the flashing red lights, down the main corridor and to the left. You’ll likely run into any of those irradiated puppets, let them follow you into the room.

Image: Bungie via Polygon

Here, you’ll find the Puppeteer on 1 side of the room, any irradiated enemies, and 3 depots where you can catch the augments you stored earlier. Your main goal here is to use Operator to shoot the 4 panels around the room, and then usage Scanner to identify the correct puppet. If you can, it would aid a lot to catch the Suppressor augment to take out the puppets first.

Once you shoot the 4 panels with the Operator, the doors will close and no more enemies can come in. The boss will make 4 puppet clones that appear around the room, and a timer will start counting down. With the Scanner, you can identify which puppet you request to defeat to get a atomic core. Take it down, then bring the core to the mediate of the area to seal yourselves in the small bunker before the time runs out.

Image: Bungie via Polygon

The ensuing detonation will take down half of the boss’s shield, causing it to flee. Now you request to go through the door behind where the boss was standing to access the another combat room. This will take you through a side corridor laced with traps and mines. Be careful but don’t take besides much time, as irradiated enemies will spawn into the corridor with you.

When you emerge, you’ll be in the corridor on the other side of the lower level, leading to the another combat room. Head into the room, and repeat the steps you performed in the first to take down the remainder of its shield.

This sends the Puppeteer to the roof, where we can yet do any harm to the boss. To get there, go back through the main corridor to the central area where you dropped down, you’ll find a teleporter there that will bring you back up to the main level. The door at the back of the area will be open, head in there and you’ll be sent to the roof.

Image: Bungie via Polygon

If you were hoping the awkward mechanics were over, we have any unfortunate news for you. Thankfully, the boss is now in the open and free to attack. However, so are you. All around the combat arena, yellow lightning strikes will be happening constantly that can kill you instantly. You’ll have encountered any of this earlier while travelling through the dungeon, so you should be somewhat familiar.

On top of that, the Puppeteer creates respective more puppet clones of itself that you’ll request to deal with. The boss starts the fight on a pedestal at the back of the room, with puppets on either side. You will be in a large open area with very small cover, and lightning striking everywhere around you.

Image: Bungie via Polygon

Your main nonsubjective here should be to keep moving and stay alive. dense weapons that don’t require much accuracy like rockets and grenade launchers are a large way to deal harm to the boss while you stay on your toes. It’s incredibly easy to die to the lightning here if you’re not careful, so you should be more afraid with keeping yourself alive than dealing optimal harm to the boss.

Before long, the puppets will start to jump over to your area and charge at you. This is annoying, but besides very important, as 1 of them is carrying a atomic core. Keep an eye out for a glowing puppet, that’s the 1 you request to take down.

Image: Bungie via Polygon

After any time, you’ll get a pop-up that says ““Corrupted Puppeteer communes with the Anomaly.” erstwhile this happens, you only have a fewer seconds before an detonation will wipe you out. To avoid this, catch the atomic core and bring it into the bunker on the left side of the arena. Deposit it to seal the area and avoid the wipe mechanic.

When the door opens, you can proceed dealing harm to the boss until the pop-up appears again. erstwhile that happens, stand on the hatch you came up through. It will open just before the detonation goes off, dropping you back into the main room.

Image: Bungie via Polygon

Repeat all of the above as many times as it takes to bring down The Corrupted Puppeteer, and complete the Vesper’s Host dungeon. If you’re lucky, you might just snag yourself an Ice Breaker. If not, you’ll gotta run this final encounter again with the same character following the next weekly reset to rotation the dice and effort another drop.



Source link

Idź do oryginalnego materiału