[i]Artist representation of Neptune as seen from the surface of Triton. Credit to Richard Bizley[/i]
[quote][i]“Only by acceptance of the past, can you alter it." [/i]
-T.S. Eliot[/quote]
Reality bursts into perspective as you abruptly awake from a long sleep aboard your ship. The dream had faded into nothing but a blur, except for one word that resonated profoundly in your light: Triton.
[b]The Dimension Within[/b]
This raid will take place on Triton, Neptune's largest moon. It is extremely cold and exhibits a retrograde orbit. Triton is doomed to be consumed by Neptune as it loses orbital energy.
[u]Encounter 1: A Chilling Welcome[/u]
You and your fireteam drop into the icy moon of Triton. The planet Neptune loomed menacingly over Triton like a famished lion awaiting its prey. After inching closer to Neptune year after year, the moon was very close to approaching the Roche limit to where it would be consumed by Neptune or disintegrated into planetary rings. The moon seemed to breathe and exhale as geysers spurt out liquid nitrogen that fogged up your visor with a misty vapor. The land is open and your fireteam is free to explore, although there is hardly a reason to on this empty wasteland. No sign that anyone had been here before. The Traveler neglected to make anything out of this frozen hell. None of the Guardians had ever ventured out further than Saturn, as the forces of Darkness have taken great hold of the outer solar system, but the light of your will and curiosity was enough to keep your fireteam sane. The forgotten dream had to mean something. You couldn't resist that calling until you found answers and you were certain that Triton, for some reason, had those answers. After some time, the ground near the middle bursts. This was no geyser. The ground there crumbled and through the mist emerged a beast. [i]Serberus, the Hell Keeper. [/i]
A large humanoid beast, sharing no resemblance to any enemy race. A demon-like monster with blue armor that seemed to be crafted from the ice itself. It was jagged yet intricate armor with detailed but abstract patterns on his gauntlets, legs and helmet. His eyes glowed red through the spiked ice helmet, piercing and narrow. There was a strange insignia of what looked like an eye on his chest that glowed light red as well. Between each piece of armor, Serberus beamed off a blue light, further highlighting his cold demeanor.
Firing at Serberus will be of no use. It is immune to every attack. All you can do is try to survive as it fires beams of arc ice from its fingertips at your team. After a certain time, Serberus will mark your fireteam, disabling your weapons and depleting all your ammo. Not long after, Serberus will perform a [i]Rite of Time[/i]. Your visor goes black and there is silence. You reopen your eyes and find that Serberus had disappeared.
[u]Encounter 2: The Forgotten Temple [/u]
Along with Serberus, the wasteland of ice where you first landed was also gone. You found yourself in a large room now. It was shaped like a triangular container; a triangle shaped floor, ceiling, and rectangular walls. A circular plate lay in the middle of the room. There were three small doors, one on each wall and each of them closed shut. In front of each door was a small plate. An enormous door at the corner of the room was also shut. The exit. Your objective is to work your way out the temple and figure out why you're here.
To begin the encounter your fireteam must enter the large center plate. At which point the plate will be enclosed by a clear dome force field and rise to the top of the room, giving your team orbs to charge your super. Below, a small army of Fallen climbs out from under the plate and awaits your team thirstily for your demise. Shortly after, the force field disappears and your team is dropped into the fray in a glory of supers that helps decimate the enemy below. Shortly after the Fallen are destroyed, a cylindrical pillar surfaces from the hole in the center of the room where the plate used to be. On it, are nine circular indentations, three indentations every five meters. You must fill each of these indentations with the [i]Nine Astral Stones[/i] found in the rooms. To open a room, a guardian must stand on the small plate outside the corresponding door. That guardian must hold the door open while another guardian goes into the room. The room itself is a small traditional maze with dead ends and one correct route that contains an Astral Stone. The correct route will change randomly each time the door is opened. The guardian that goes in will face Hive Acolytes and Thralls as they solve the maze. All the while, the guardian outside must stand on the plate holding the door open while fighting off the Fallen in the main room. This will be happening with the three doors at the same time, each time retrieving three stones with three separate guardians. The first time the doors are opened, the guardians must retrieve the [i]Mercury Stone[/i], the [i]Venus Stone,[/i] and the[i] Earth Stone[/i]. These stones will be placed on the center pillar, and the pillar will descend five meters after every three stones. The doors will then close and your team must face another wave of Fallen as the pillar descends. After each wave, three team members go into the small maze retrieving the[i] Mars Stone[/i], the [i]Jupiter Stone[/i], and the[i] Saturn Stone[/i], followed by another wave of Fallen. Finally, your team will retrieve the [i]Uranus Stone[/i], the [i]Neptune Stone[/i] and the [i]Stone of the Unknown[/i]. After all stones are attached to the pillar, the pillar will descend leaving the center plate as it was at the very beginning, and opening the enormous door at the corner.
[u]Encounter 3: The Halls of Legends [/u]
The door opens into a hallway. On the walls are glyphs not unlike the glyphs found on Egyptian or Greek tombs before the Golden Era. They were stone glyphs but had highlights in gold. They appeared to tell the story of the Traveler and his arrival to our solar system. The story seemed to repeat throughout the hall. They were very well preserved, almost immaculate in appearance. The glossy floors had intricate patterns that reflected the lit crystals that illuminated the halls.
The hall eventually branches into two different paths. One to the right, and one to the left. At this point, your fireteam must split up into two groups. Half of the fireteam will go to the left path, while the other half will take the right path. As you go down each hall, you’ll be greeted with Vex Goblins. They’d trickle down at first, but come in waves as each trio works their way down the hall until they reach a large circular room. The walls are adorned with more glyphs telling stories of legends’ past. They reach to the ceiling where an elegant chandelier floated. When both halves arrive at their own rooms, the encounter will start.
In this encounter, you must destroy the Vex Augurs. They look like Oracles, but they will spawn in different colors and many at once. They could possibly spawn as red, green or blue. Your team must shoot the correct Augur otherwise, your team will be wiped. To determine the correct Augur, the chandelier in the room where the Augurs don’t spawn in will be lit to the correct Augur. At the same time, the room where the chandelier is lit will have to fight a wave that corresponds to that color. When the chandelier is red that group will face a wave of Cabal. Blue brings on a wave of Fallen and green spawns a wave of Hive. The team who is tasked to kill the Augurs will also be facing a wave of Vex since, like Oracles, Augurs are of the Vex race. The roles between shooting Augurs and communicating the correct color will switch every wave. The amount of Augurs that spawn will increase progressively after every wave, making it harder to find the right Augurs while worrying about the Vex. There are eight rounds of Augurs or four rounds per room. When the Augurs are all destroyed, the circular walls will turn, like a cryptex, solving itself, and rows of glyphs turn, some clockwise, others counterclockwise, then stop. After a few seconds, the walls open and rush of cold air rushes in as you enter the next room.
(Continued below)
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Edited by Gabe: 4/14/2015 10:50:28 PM[u]Encounter 4: Chydra and Nemea, the Identical [/u] Each half of the team meets to this rectangular room. This part of the temple seemed more worn out. The stones were crumbling and the cold air from the outside had no hard time getting in. In the center was a plate much like in the first encounter, and a hundred meters above that was an opening. The exit. The left team comes out the leftmost side of the room while the right team comes out from the right of the room. Your fireteam rushes to the center plate, but before any of you could get halfway, a four legged beast drops onto of the plate, blocking your exit. Not long after, so does a second one. [i]Chydra and Nemea, the Identical.[/i] Chydra and Nemea resembled lions, but they were definitely not earthly. They were skeletons. Chydra looked mechanical, made by machine. A very agile yet complex machine. The inner workings rotating, whirring, and shifting in a million different ways. A glowing white core was fixed in its chest while the outer shells looked like brass. No doubt a creation by the Vex. Nemea, on the other hand looked much more organic. It appeared to have a clear skeletal structure. It emanated a green aura as if it was constantly covered in green flames. Its three eyes pierced as it snarled at your fireteam. A beast belonging to the Hive. The encounter starts and pillars rise at each corner of the room. Two of these pillars contain relics. A sword and a shield. Two players must pick up these relics. Chydra and Nemea will charge at your team to swipe your team out of existence. You can slide under their legs if you don’t want to jump out the way. They will also stop to shoot a laser blast from the mouth that kills instantly if you are far away, but this attack is easily avoidable. At the same time Acolytes and Goblins jump in and provide greater annoyance to your team. Chydra and Nemea are invulnerable to gunfire until their shields are removed. To remove Chydra’s shield, the sword bearer must super the shield bearer which gives them the buff: [i]Oryx’s Touch[/i]. The shield bearer then can fire the super at Chydra to remove its shield. When Chydra’s shield is removed, it will be stunned, leaving it vulnerable to gunfire. To remove Nemea’s shield, the shield bearer must super the sword bearer which then gives them the buff: [i]Theona’s Touch[/i]. The sword bearer must then super Nemea to remove its shield leaving it vulnerable to gunfire. Both can be stunned for a brief moment with supers which gives the relic carriers a better chance of removing their shields. When both monsters are destroyed your team can get on the center plate which will then rise, and take you out of the Forgotten Temple. [u]Encounter 5: Escaping Yourself [/u] Your fireteam emerges the temple. No longer do ceilings or walls restrict the freedom of your team, and your gaze into the stars extends into infinity and beyond. You scan around the area and find the familiar wasteland that you were greeted with when you arrived. However, there was a slight difference. Neptune was further away. The gears in your brain began to turn. Neptune no longer faced an immediate threat to the moon, but rather it looked tame. You looked at your armor, and noticed something different, too. An overwhelming sense of déjà vu came over you. The armor you were wearing was outdated. Your mind froze. Geysers erupted as you came to the chilling realization. This wasn't a different dimension, this wasn't time travel. [i]This was a memory.[/i] A flashback. You've done this before and you know it, yet the memory is locked tight behind death that not even the Traveler could revive. Only you could. Roars of the fiend that sent you here broke the intense chill of recall and shook the moon. Serberus, the Hell Keeper. You could hear these roars, but the monster couldn't be seen. You're locked into your own mind, along with your fireteam. You must break free of the spell, awaken in the present, and defeat Serberus. At this point, groups of either Fallen, Cabal, or Hive emerge to extinguish your fireteam. After defeating this wave, Augurs will spawn and you must destroy the Augur that corresponded with the wave of enemies. This time, a small shockwave will radiate from the destroyed Augur, slightly pushing back enemies and your team. When this happens, reality will flicker for a moment between the present and the memory. Another random wave will emerge and so will a shield. This time, the correct Augur is invulnerable to gunfire, and only a super from the shield will destroy the Augur. This time, the shockwave created will be bigger, shoving back enemies and your teammates taking down those who are unable to maintain their balance. A third and final wave of enemies will emerge this time, a new relic will appear: the Epirus Bow. Unlike the other relics, the bow has ranged attacks. It fires arrows of light, and the super allows to shoot a tri arrow that explodes on contact. The final Augur will be invulnerable to gunfire, the shield’s super and the bow’s super without the buff. The shield bearer must shoot their super at the archer which gives them the buff: [i]Ruiner of Time[/i]. Firing the bow’s super at the Augur with this buff will produce an enormous explosion which makes everything go black as soon as the arrow makes contact. Silence. [u][url=http://youtu.be/8NGtL3HUPUo]Final Encounter: Serberus, the Hell Keeper[/url] [/u] Your fireteam awakens from the trap of the mind. You all find yourself in a crevice in the ice. Serberus roars, no doubt looking for your team. On the ice also awaits an army of fallen, patrolling and looking for your team. Upon emerging from the crevice you notice the bow, but Serberus notices you. Your fireteam rolls into action firing at the beast to distract it while you make a run for the bow. Upon picking it up, you notice the bow is now permanently infused with [i]Ruiner of Time[/i]. Your fireteam must avoid the arc ice attacks from Serberus while fending off the Fallen army. The bow’s super will not charge over time and will not charge from enemy kills. The only way to charge the bow is through orbs generated by the team for its super is extremely powerful. Because of this, the bow will require a substantial amount of orbs to charge it, about ten times more than a normal super, so it is important to feed off from each other’s supers to generate as many orbs as possible. When the bow’s super is fired at Serberus, time will stop except for your fireteam. Reality itself will appear to be locked into a single frame. The Fallen in the area will freeze in place, bullets from the enemy will float in space and Serberus will be vulnerable to gunfire for this brief moment. Taking advantage of the time stoppage finally gives your team the upper hand to defeating this evil. Serberus let out a final roar of despair as it disintegrated into a blaze of ashes. In the remnants lay a dead guardian. A Titan. Consumed by the Darkness, this Titan battled your team and lost, for the strength of this Darkness was no match for that of your Light. But why had this calling brought you here? Serberus had forced you to remember, but why did it do that? What other memories stayed locked inside your own mind? Your fireteam cheered as they reaped the rewards from their hard work. Among the glory of victory, you couldn’t help but have a feeling that this was just the beginning. The Hell Keeper was destroyed but Triton was far from the hell that this monster was guarding. The Darkness had taken hold of this guardian to do its bidding. Another déjà vu you couldn't quite put your finger on. You savored the joy of triumph as you take out your ghost to go into orbit. The past no longer completely shrouded in mystery like the future, but questions remained to be answered. Memories had never been more dangerous, but it was certain that from this point forward, no matter how hard you tried, you would never forget going into [b]the Dimension Within.[/b] [b]Please bump if you like this so that other people can read this. Feedback is welcome! Thank you.[/b] Check out my previous raid: [url=https://www.bungie.net/en/Forum/Post/98401132/0/0]here[/url]