Forum:Meridian Aftermath
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Forums: Index → Fan Fiction → Meridian Aftermath |
“ | The Vex are on an offensive once again, ascend into their new complex above Mars and strike at them once more. | ” |
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Meridian Aftermath | |
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Game: |
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Player(s): |
1-3 |
Recommended Power Level: |
1100 |
Location: |
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Objective(s): |
Destroy the Vex Alteration Mind, stop the invasion. |
Destinypedia doesn't currently have a walkthrough for this level; could you write one? | |
Meridian Aftermath is a Dungeon introduced to Destiny 2 in the late summer of 2020. It requires Guardians to enter a newly created Vex complex above the Meridian Bay on Mars after the Cabal destroyed the gate to the Black Garden. Players fight their way through Sol Divisive Vex to get to the heart of their complex and destroy their leader, Akiskoptos, Alteration Mind. The Dungeon is available to play every week and has checkpoints after each encounter.
Bosses
Unique Enemies
Walkthrough
The Dungeon is available for all players and is launched from a prompt in Hellas Basin on Mars.
Entrance
Players start in the Valley of the Kings on Mars, looking over the destroyed Black Garden gate and the new Sol Divisive complex. At the very start, players are assaulted by Harpies that must be shot down to start the encounter. Once the encounter starts, three Vex spires will form around the entrance to the complex that must be defended. Overcharged Seekers will spawn in the sky and will be drawn towards each spire. Shooting the Overcharged Seekers causes them to move faster, and once they hit a spire they will explode and cause more parts of the spire to form. All three spires must be fully formed, each one requires four Overcharged Seekers. Vex sacrificing at the spires will reset progress.
Once the spires are fully formed, a gravity lift will form in the middle of the three spires to let the players into the complex.
The Gates
After going up the gravity lift, players will find themselves in a large hallway with twenty small Vex gates in the walls (ten on each side), and a larger Vex gate at the end. As the players step closer to the small gates they will activate, each one will spawn a Goblin Courser. Players have a minute to kill each Goblin Courser, after their time is up the Coursers will despawn and respawn seconds later. Once the Coursers are dead, the larger gate will activate and spawn a Spire Keeper. The players get ten seconds to kill the Spire Keeper before it despawns and the Coursers respawn, requiring all three of them to focus their attention on it. Once the Spire Keeper is defeated the large gate will explode, giving players a way further down the hallway. The hallway has four identical sections, players must fight the Coursers and the Spire Keepers through each section until the gates encounter is finished.
On the way to the next encounter, players will be faced with a jumping section similar to the one in the Vault of Glass with disappearing platforms that take them further up the complex. There are only a few units of Vex on the way up, nothing too much to deal with.