Forum:Unnamed Dungeon: Difference between revisions

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===The Sealed Door===
===The Sealed Door===


Once players delve deeper into the Acropolis, They will enter a darkness zone and come to a big chamber. The chamber has multiple exits that branch out short distances, like a maze. On the far side of the chamber, there is a sealed door. Above the door are seven runes that will be arranged in a random order. Each rune represents a different vex enemy (Goblin, Hobgoblin, Harpy, Minotaur, Hydra, Cyclops, Wyvern.) In front of the door are seven slots. One of each of these enemies will spawn somewhere in the maze as a major. Ads will also spawn throughout the maze. Killing the majors will drop an orb of their name. Take the orb to the slots and place it in the slot spot that corresponds with the rune above the door.
Once players delve deeper into the Acropolis, They will enter a darkness zone and come to a big chamber. The chamber has multiple exits that branch out short distances, like a maze. On the far side of the chamber, there is a sealed door. Above the door are seven runes that will be arranged in a random order. Each rune represents a different vex enemy (Goblin, Hobgoblin, Harpy, Minotaur, Hydra, Cyclops, Wyvern.) In front of the door are seven slots. One of each of these enemies will spawn somewhere in the maze as a major, and all are called Heralds of Nekros. Ads will also spawn throughout the maze. Killing the majors will drop an orb of their name. Take the orb to the slots and place it in the slot spot that corresponds with the rune above the door.
After this has been done once, the right side of the door will glow red, and the runes will be shuffled. The previous process will be repeated, but tougher ads will spawn. Once all seven charges have been inserted a second time, the other side of the door will glow and the door will open and players can proceed.
After this has been done once, the right side of the door will glow red, and the runes will be shuffled. The previous process will be repeated, but tougher ads will spawn. Once all seven charges have been inserted a second time, the other side of the door will glow and the door will open and players can proceed.
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Upon exiting the chamber, players will find themselves traveling alongside a small vex radiolarian river. Falling in will result in an instant death. Players will have to jump over the river a few times until they come to The Glass River area and the cavern opens up. A few vex enemies will be encountered on the way.
Upon exiting the chamber, players will find themselves traveling alongside a small vex radiolarian river. Falling in will result in an instant death. Players will have to jump over the river a few times until they come to The Glass River area and the cavern opens up. A few vex enemies will be encountered on the way.


There are multiple vex time weaving platforms that lead to the other side. There are a few hydras sitting on some of them, and they will not fall into the river below when the platform below them disappears. There are also hobgoblins sniping at you. To get to the other side of the chasm, players must locate two platforms with harpy zealots on them. These harpies have shields that immune to everything. To defeat them, locate a major Wyvern Berserker somewhere and kill it. When killed, it will drop an orb called a Berserker charge. Pick it up and throw it at a harpy to break its shield, and then kill it. When killed, they will drop an overload cell, and when picked up by a player, they have sixty seconds to find a terminal to deposit the cell into. If time runs out, the cell explodes and the holder dies. If one cell is deposited, players have two minutes to deposit the other one or the terminal will explode, killing anyone near it. Once both cells have been deposited, a large platform will appear and players can cross the chasm. Again, falling in to the river below results in instant death.
There are multiple vex time weaving platforms that lead to the other side. There are a few hydras sitting on some of them, and they will not fall into the river below when the platform below them disappears. There are also hobgoblins sniping at you. To get to the other side of the chasm, players must locate two platforms with harpy class enemies called Theosyions Shields. These harpies have shields that are immune to everything. To defeat them, locate a major Wyvern Berserker somewhere and kill it. When killed, it will drop an orb called a Berserker charge. Pick it up and throw it at a harpy to break its shield, and then kill it. When killed, they will drop an overload cell, and when picked up by a player, they have sixty seconds to find a terminal to deposit the cell into. If time runs out, the cell explodes and the holder dies. If one cell is deposited, players have two minutes to deposit the other one or the terminal will explode, killing anyone near it. Once both cells have been deposited, a large platform will appear and players can cross the chasm. Again, falling in to the river below results in instant death.


Somewhere along the wall down by the river is a small platform with a chest that contains a random legendary weapon and grants the player the Undying Wealth buff. The Undying Wealth buff slightly increases all players stats, as well as the amount of glimmer gained from defeating an enemy. Killed enemies may also drop destination resources. The buff lasts until the player dies. Completing the dungeon with the buff active will result in the player getting awarded with the Time Stand Still exotic sidearm.
Somewhere along the wall down by the river is a small platform with a chest that contains a random legendary weapon and grants the player the Undying Wealth buff. The Undying Wealth buff slightly increases all players stats, as well as the amount of glimmer gained from defeating an enemy. Killed enemies may also drop destination resources. The buff lasts until the player dies. Completing the dungeon with the buff active will result in the player getting awarded with the Time Stand Still exotic sidearm.
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Time Stand Still is an exotic sidearm awarded from the [unnamed] dungeon on Ganymede. It looks as if it were manufactured by the Vex, bearing a similar appearance to much of their architecture. The only difference is the fact that it is made out of gold. The name may possibly be a reference to a song of the same name by the band Rush.
Time Stand Still is an exotic sidearm awarded from the [unnamed] dungeon on Ganymede. It looks as if it were manufactured by the Vex, bearing a similar appearance to much of their architecture. The only difference is the fact that it is made out of gold. The name may possibly be a reference to a song of the same name by the band Rush.


Its magazine size is 15 and its maximum reserve size is 180. Its exotic perk is Stop Right There: when players rapidly defeat enemies with the sidearm, shots fired for a short time afterward gain additional damage, weaken enemies, and don’t consume rounds from the magazine. It has another trait unique to itself, called Stopwatch. What it does is make precision kills extend the duration of Stop Right There. Its other perks are Precision Frame, Glass Half Full, and Tactical Mag. It is ideally a PvE weapon, but can be used in PvP effectively due to its range. Its exotic perk would not be easy to activate in the crucible.
Time Stand Still does Kinetic damage. Its magazine size is 15 and its maximum reserve size is 180. Its exotic perk is Stop Right There: when players rapidly defeat enemies with the sidearm, shots fired for a short time afterward gain additional damage, weaken enemies, and don’t consume rounds from the magazine. It has another trait unique to itself, called Stopwatch. What it does is make precision kills extend the duration of Stop Right There. Its other perks are Precision Frame, Glass Half Full, and Tactical Mag. It is ideally a PvE weapon, but can be used in PvP effectively due to its range. Its exotic perk would not be easy to activate in the crucible.
 
=Additional Lore=
 
===Ganymede===
 
The vex arrived on Ganymede around the some time in between when they got to Mercury and Nessus. They finished conversion of the moon only a few months before The Guardian entered the Black Garden for the first time. The vex on Ganymede had witnessed the Cabal using the Almighty to blow up stars, and decided the easiest way to eliminate the Light was to blow up the solar system in which the traveler was located. They began construction of the super weapon under the leadership of Primius, Praetorian Mind, but things fell apart when Primius was taken by Oryx. With Primius gone, the vex now use Ganymede as just another stronghold.
 
===Nekros===
 
Nekros was not of much use to the vex until their leader on Ganymede, Primius, Praetorian Mind, was taken. When Primius was taken, the transformation of the planet had been completed, but the construction of the super weapon had not, and all work on it was ceased. Nekros attempted numerous times to bring back Primius, but ended up bringing back many other axis vex instead. One of the first minds he brought back was Theosyion, and rather than letting them loose on Ganymede, Nekros had Theosyion work with him to help bring back Primius.
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