Ghosts of the Deep
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“ | Drown in the Deep, or rise from it. | ” |
Ghosts of the Deep is a Dungeon that was added to Destiny 2 in the Season of the Deep. This dungeon also confirms and expands the lore of King's Fall, with Oryx, the Taken King, falling from the rings of Saturn down into the oceans of Saturn's moon, Titan.
Walkthrough
Hive Ritual
You begin in a large forested area bordered by arcology structure, with small reddened pockets indicating hive activity. Going more or less straight forward leads to a large door blocked by a hive ritual circle. In order to progress, four thrall statues need to be imbued with a "Vestige of Light." To do so, four cycles must be completed.
- Defeat the Soulfire Binder Ogre that wanders nearby the ritual site. It may take a moment for it to spawn.
- The ground somewhere close to the ogre's death will begin to glow, indicating the direction towards a squad of hive, including several wizards. When they are killed, another glowing path will be revealed.
- The third group of hive will include a Lightbearer which, when its ghost is killed, will grant the player who crushed it the Vestige of Light. Keep note of the hive rune floating above the area it is killed at.
- Returning to the ritual circle, there will now be a wizard major. Its death will drop a deepsight illusion, and reveal runes on each thrall statue. The player with the vestige must deposit it at the same rune as where it was picked up.
After four cycles, the path is cleared.
Deep Methane
After entering the building, you will enter an underwater area. For the most part, the idea is to sink as deep as you can along the structure. At two points, there will be a turbine pushing you upward into an aerated room, which will allow you access to the next underwater part. Continuing, hive architecture begins to dominate the scenery, but it is still a fairly linear advance. Keep in mind that the oxygen bubbles' existence is shared by teammates, unlike in the Salvage activity. Once you reach the bottom, a void shielded knight, Ecthar, will attempt to attack you. His attacks will not deal damage directly, but rather drain your pressure gauge significantly. Just past him is what appears to be an upward current that leads to the first boss fight. Be careful not to disturb the acolytes between the entrance and the Rally Flag until ready.
Ecthar, the Shield of Savathûn
Once the acolytes gathered near the entrance are killed, enemies begin spawning. Defeat the supporting hive instead until, similar to the first encounter, an ogre appears. It will drop a deepsight illusion which will reveal three symbols on the wall near the entrance. Diving back into the water, there are now hive runes dotted around the area, and Ecthar will return to try and stop you. Touching the three matching symbols will each spawn a Lightbearer wizard above water, which will again reward a Vestige of Light for killing their ghost. There are three thrall statues; a left, right and middle one, but Vestiges can be deposited in any of them so long as they haven't already been charged. Once all three are charged, Ecthar will appear alongside a Wellkeeper Knight. The Wellkeeper Knight drops an area in which players can damage Ecthar's shield. Once it lowers, damage can be dealt, although the damage phase duration begins once he appears. If he is not killed, the mechanics repeat. If he is, his ghost must be crushed, and an underwater door unlocks and players may proceed.
Šimmumah ur-Nokru, Lucent Necromancer
Eventually, the path ends in a large, open cove holding the half-buried body of Oryx, the Taken King. Above him hovers Šimmumah ur-Nokru and an unclaimed ghost. Crushing the ghost will alert Šimmumah and begin the encounter. After killing several hive, a deepsight illusion spawns somewhere in the middle of the arena. It will reveal three small orbs, which each float over one of Oryx' body parts. At this point, Vorlog, Risen in Heresy will spawn (and respawn when killed), and chase players. Volrog can be killed at will, but if killed by a player standing under one of the revealed orbs, Šimmumah will be attracted to them. When she is, a ring and a taken symbol will appear. They must be lined up from the perspective of a player standing on the ground, and will reveal a rune once they are. This is done for all three orbs. Both sides of the arena, as well as under Oryx' head, have a methane pocket which conceals a room containing a Lightbearer; one knight, one acolyte, and one wizard. Once again, their ghosts grant a Vestige of Light to the player that finishes them, and have a rune floating above them that indicates the orb where it must be dropped off. Note that the orbs must be revealed with deepsight to interact with. Once the last of the three is imbued, Šimmumah's shield may be attacked and her damage phase beings. Once she is killed, her ghost is revealed. Finishing it completes the dungeon.
Bosses
Unique Enemies
- Soulfire Binder
- Veilweaver Wizard
- Keeper of the Deep
- Wellkeeper Knight
- Vorlog, Risen in Heresy
- Adherent of Šimmumah
- Adherent of Ecthar
- Adherent of Mor'ak
Rewards
Weapons
- The Navigator - Exotic Trace Rifle
- New Pacific Epitaph - Legendary Special Grenade Launcher
- Greasy Luck - Legendary Glaive
- No Survivors - Legendary Submachine Gun
- Cold Comfort Legendary Rocket Launcher
Armor
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Trivia
- During the intro sequence to the dungeon players can spot the Maintenance Tank which was used to escape the hive during the red war campaign mission Utopia.
List of appearances
- Destiny 2
- Season of the Deep (First appearance)