One of the final things you'll do in Act 2 of Destiny 2: Revenant is the Captive Memories mission. Like all narrative-focused activities, more than a few surprises are waiting for you at the end. It's not the longest mission, and it's not the hardest, sitting at a happy medium of length and difficulty. So long as you've got a half-decent build going, finishing Captive Memories shouldn't be a problem.
As has been the case with story missions for the last few seasons, there is some light puzzle solving and very light Raid-style mechanics in Captive Memories, and you'll learn about it all here.
Finishing the Captive Memories mission shouldn't take you more than ten minutes or so, even playing solo. As this isn't the most casual content, it's assumed you have a passable build — like some of the best Hunter Builds for PvP and PvE — for your class or at least have invested in a few good Exotics and weapons from Revenant or elsewhere.
At minimum, you should be fully equipped with Legendary weapons and armor, a workhorse Exotic like the Gjallarhorn, Dragon's Breath, or any of the best Solar weapons in the game, to help give you the edge you might need to succeed.
Shortly after entering the mission, you'll meet Variks, who has some lore to tell you. You can stand and listen to him or let him chatter over the radio.
Head through the mouth of the cave and the red-lit opening below the overhang. Go around the large machine in the purple-lit room, and you'll encounter the only puzzle in the mission.
Several Dread enemies will spawn, including a yellow bar Grim and a Subjugator enemy called the Enlightened Omen. Clear them so you have some peace to solve the puzzle.
Once things calm down, you'll note the four doors on the four sides of the roughly square room are blocked by electricity and marked with Fallen script.
To unlock the door leading onward, you need to interact with the terminals near specific doors in a specific order. Sharp-eyed Guardians will have seen the same markings on the floor in front of the holding pod on the way down into the room.
Solving this puzzle requires only that you activate the terminals in the order denoted by the symbols on the floor. If you pick the right one, you'll get the message, "The hymn resonates throughout the chamber." An incorrect selection will give the message "The hymn fades."
Putting in all five correct symbols will cause the door leading deeper into the Tomb to open and the electricity to clear. Go down the hallway, and when you see a smaller, well-lit passageway off of the main one — take it.
Your next encounter is the first of two combat arenas. This one, in Lockup, teaches you about the Devouring Essence mechanic. There's not much to it, thankfully. When the encounter starts, you'll gain the Devouring Essence buff, which kills you when its 43-second timer reaches zero.
To complete this encounter, defeat the three marked enemies (called "High Revenants") to drop the shield on the Revenant Baron. Kill the Baron and destroy the totem its soul leaves behind.
Head through the newly opened door at the back-left of the room and follow the path deeper, defeating enemies as you go. Watch out for the group of Screebs that appear around a blind corner.
When you reach a gap to cross, take out the Subjugator (called a Harbinger of the Witness here) and hang right through the room with the large spinning turbine. Keep right as you progress further, and head up and around through the broken pipe.
At the end of your road is the final arena, where Fikrul is resurrecting a very old foe: Skolas, a Fallen Kell last seen during the House of Wolves expansion from Destiny 1 circa 2014.
As it was all those years ago, Skolas has a large health pool, especially when fighting him solo, and he has a lot of smaller enemies coming to help him.
The fight goes similarly to the earlier encounter, with two key differences: no free respawns and the addition of Splinter Mines. Let Splinter Mines explode, and everyone in the room dies, forcing you to start the whole encounter over again.
The first mine will appear when Skolas is at 60 percent health, just before it ticks to his immune phase. He'll teleport over to the mine, and you'll need to stand in the circle beneath it to disarm it, avoiding Skolas as much as possible.
When Skolas reaches 50 percent health, he'll become immune to damage, you'll get the Devouring Essence debuff, and three High Revenants will appear. Like the earlier encounter, defeat all three of them to break Skolas's shield and continue the fight.
There's one more Splinter Mine phase when Skolas reaches ten percent health, so clear it, then take him out to complete the mission. Variks and Mithrax will have some dialog to listen to, and when that's done, you're free to leave and get back to grinding.
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