Forum:Lost to Light

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Lost to Light
Grimoire Lost to Light.jpg

Game:

D&Destiny: Fractures

Campaign:

Wrath of the Hive

Player(s):

3 (minimum)

Location:

Hellmouth, The Moon

Enemy faction(s):

Spawn of Crota
Blood of Oryx

Hostile race(s):

Hive
Taken

 

"Steal Crota's Soul"
— Mission blurb

Lost to Light is the twenty third story mission of the Wrath of the Hive campaign.

Objectives[edit]

Transcript[edit]

A drawing of Crota starts to form on the screen, and is quickly surrounded by another drawing of his father, Oryx. His sword is illustrated below them.

  • Merlina: But Crota was only a servant of the father, sent to extinguish the last of the Light.

The illustration withdraws, and creates another caricature of Crota, in a more detailed pose.

  • Merlina: The great battle fought for the soul of our world ended in slaughter.

From opposite sides, three lines point towards the direction of Crota, each with a basic design of a ship, signifying the fall of Crota at the hands of six members of Fireteam Jaeger Shade.

  • Merlina: The Son was dead...

Crota's image fades, and briefly transforms into the symbol of Oryx, before turning into an image of his head.

  • Merlina: ...and we invited the wrath of Oryx: Destroyer of Light, Taker of Will. Only Ascendant Hive move between Ruptures.

Oryx's portrait disappears, and is replaced with a drawing of The Dreadnaught's weapon chamber

  • Merlina: To reach Oryx, you must walk in the dying footsteps of his son.

The drawing disappears and the screen fades to black.

  • Merlina: You must become Ascendant.

{Gameplay}

The Guardian finds themselves in the Circle of Bones, underneath the surface of the Aloria I. They make their way towards the Chamber of Night.

  • Merlina: Hold fast to my journal—it saw me through my time in the dark.
  • Kilkiton: Hold fast to your gun, fireteam—you're headed back to the chamber where they held Crota's soul. All right... Here's what needs to happen: We have to steal a chunk of Hive crystal that's still got a trace of Crota's soul so you can pass through an interdimensional portal on the Dreadnaught and kill Oryx. I leave... anything out, Eris?
  • Merlina: It must be done before Oryx turns his scrying eye to this realm.
  • Kilkiton: Good luck, fireteam.

The team continues into the Chamber, down the darkened hallways beyond.

  • Iris: Merlina's journal contains an impressive amount of data. I should probably read it... (short pause) Done. Some of this stuff is fascinating!

Iris plays an excerpt for the team:

  • Merlina: The Dreadnaught shields the Hive from the Traveler's light. Were we to pass through its deepest layers... our Light would be as a dying sun.
  • Iris:(whispers) I don't think Merlina was much fun at parties, when she was talking about Hive stuff.

The team spots dozens of Thrall, silently feeding on piles of bones. They are eerily silent, save for the crunching of teeth against the remnants picked clean. Unless the team disturbs them, they continue eating quietly.

  • Merlina: If the Thrall still feed, Crota's essence must endure.

A Ghost scans one of the piles of bones:

  • Ghost: I've always wondered what chewed through these bones... There's no microbial life here capable of decomposing organic matter. I guess the Thrall are the closest thing the Moon has to flesh-eating bacteria.

The team continues, familiar with the path. They come across a large stone, rough on one side, but impeccably smoothed on another. Iris scans it.

  • Iris: Let me see if Merlina's journal has anything:
  • Merlina: Theses stones... always in their combat arenas. Do they have a strengthening function? Or are they mere legacy of a forgotten time and realm? The Hive never stopped honing their strength; they have missed the point of being dead. (laughs deliriously, sighs) I've heard it said that that which does not kill you makes you stronger, but... what does this mean in the face of immortality?

The team reaches the ritual site where the Hive previously tried to waken Crota's soul. A few pieces of the crystal sit in the middle of the cave. As the team approaches, however, a Hallowed OgreBaxx, the Gravekeeper—charges from behind the cave walls and attacks the Guardian. They fight the Ogre, weakening it to the point of near death, when suddenly an orb of blight appears behind Baxx, and though it struggles, the orb takes control of it completely and disappears.

  • Iris: (shocked) It's gone... Oryx just took an Ogre!
  • Merlina: Not even Oryx can control an Ogre... unless it's Taken. Now quickly, find me a shard of that crystal! If Oryx took that Ogre, chances are he knows you are there, so you must hurry!

The team proceeds to the largest chunk of crystal available and removes a piece for themselves.

  • Iris: We got it!
  • Merlina: I knew it could be done... and does it still hold the whisper of Crota's soul?
  • Iris: According to my analysis, it's empty.
  • Merlina: No matter. Return to me, fireteam... (the comms signal starts to dissipate, and Merlina's speech becomes scratchy) and we will destroy...

Merlina's signal is lost completely. The team turns toward the entrance to find a wall of Darkness, trapping them inside. Something has gone horribly wrong.

  • Kilkiton: (Fireteam), we're losing (you)... Fireteam can you hea...(Kilkiton's signal is cut as well)
  • Iris: Merlina...? Kilkiton?? I think we've lost them. Something's blocking our signal and our transmat.

A screeching howl is heard, and fog materializes within the cave. It quickly takes the shape of Oryx, eyes glowing furiously.

  • Oryx: Infection! Your Light dies here!!

A Taken Blight explodes, and Baxx, the Ogre that was just defeated by the Guardian and taken by Oryx, now stands in front of the crystal. Now known as Baxx, Hand of Oryx, the Taken Ogre is also surrounded by heavily shielded Taken Wizards. Newly transformed, Baxx is completely invulnerable to any attacks and runs toward the team at an impossibly fast speed.

  • Iris: (desperately) There's too many of them! Run!!

If the team foolishly stays or attempts to fight, Iris will insistently repeat these phrases at random until they either leave or succumb to their wounds:

  • Iris: I can keep reviving you, but maybe we should start running!!
  • Iris: If we don't go now, we'll never get the crystal out of here!
  • Iris: (frightened) Can we please leave now?
  • Iris: We'd better get to the surface!

The team finally takes off in the opposite direction, running back the way they came. Hordes of Taken are at every turn, attempting to kill or slow down the team as best as they can. The team finally makes it back to the Chamber of Night, seemingly deserted. The team stops to rest, while Iris tries to re-establish contact:

  • Iris: Merlina, Kilkiton, can you hear us!? (no response) Still no connection!

The team finds a thinly spread group of Taken guarding the door to The World's Grave, which now has a lock on it.

  • Iris: The Taken have locked us in. Let me check it out.

A Ghost investigates the lock on the door.

Ghost: Doors used to be so simple... Iris search the journal (If Iris is not the scanner).

Merlina: It has long been my belief that the binds which hold the gravest Hive terrors could be lifted by releasing the energy stored within their Tomb Husks.

Exploring the area, The team finds a Tomb Husk nearby and picks it up.

  • Iris: (conveniently) Hey, a Tomb Husk!

The team takes the Husk to the door. It shines brightly, and the lock is disintegrated. The door opens.

  • Iris: (impressed) Remind me to make copies of this journal!

The team finds a heavier Taken presence in the Grave. More enemies, including a Taken Wizard, guard another locked door.

  • Iris: (sighs wearily) They've warded it with two locks this time!

The team finds the Husks, one on a ledge near their entrance, and another in a small room guarded by a Taken Knight. They take them and place them in front of the doors one at a time, and it opens. The team continues, making their way to the bowels of the Temple of Crota.

  • Merlina: (heavy static) We're going to lose them...
  • Iris: That's Merlina! The connection is getting stronger.

A Tomb Husk sits outside of the Seeder room. If the team picks it up:

Iris: Better to have a Tomb Husk and not need it, than to need a Tomb Husk and not have it.

A large cluster of Taken are in this area, most of them are Captains and Vandals. Not surprisingly, the next door has three locks on it.

  • Iris: (annoyed) Three locks. Well, you can't say they aren't trying.

The team wipes out the Taken, but finds another door leading somewhere else. There are no locks, but the door won't budge. A Ghost investigates:

  • Ghost: The Fallen left their dirty fingerprints all over this door. What were they doing here? We just missed them...

The team continues, locating Tomb Husks and using them to disable the locks. Finally, the last door blocking them from escape opens. The team runs for their life, and Merlina and Kilkiton's signals comes in clear:

  • Merlina: (Fire)team?? Get out of that pit! We must have that crystal or we'll never reach Oryx!

The team sprints, avoiding Taken enemies of all variety, until they finally reach the exterior of the Temple; The team is on the surface of the Moon once again.

  • Kilkiton: Fireteam, is that you??
  • Iris: We made it out!
  • Merlina: Then the Taken King will fall. Bring me his dead son's crystal.
  • Kilkiton: That's how Merlina says "she appreciates your sacrifice." Glad you're still alive.

{Mission ends}

Enemies[edit]

Hive - Spawn of Crota/Hidden Swarm
Taken

Bosses[edit]

Secrets[edit]

Lost to Light: Taken Ketch

Game:

D&Destiny: Fractures

Campaign:

Wrath of the Hive

Player(s):

3 (minimum)

Location:

Hellmouth
The Moon

Objective(s):

Investigate the Taken Occupied Ketch

 

If the party diverts off the path or investigates the Dusk Hallow.

Objectives[edit]

  • Explore the Ketch
  • Kill the Taken
    • Clear the Ship
  • Kill the Taken
    • Defeat the Taken Captain and clear the engine room

Transcript[edit]

Alternatively, if the team makes it to the final rune set alive, the previously locked door will be open. You will need a tomb husk though to get through for some reason. This leads to the Dusk Warren, with Fallen assets and the Taken Ketch still in their places.

  • Iris: Strange. I'm picking up a Fallen distress signal.

The team boards the seemingly deserted Ketch. It is covered in puddles of Taken blight. Rikia suddenly appears and addresses the Guardian:

  • Rikia: Fireteam, this is Rikia. I have detected your signal. Detected you. That Ketch is out of Fallen hands. Watch your back.

Countless Taken Fallen, appear, led by their Captains and several Knights. The team is given ten minutes to battle through the grueling mass of Taken with the most infamous abilities: blinding and mortar. At the end, a large Fallen Captain appears: Driviks, the Chosen. If the Taken leader is eliminated in time, the player will be awarded the Ketch. Rikia once again begins talking to the team:

  • Rikia: Taken will not rest, they will claim everything. Stand strong deny them, deny their master, and their king.

Secret: Taken Ketch Enemies[edit]

Taken

Bosses[edit]