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How to complete captive memories
One of the last things you'll do in Act 2 of Destiny 2: Revenant is the Captive Memories quest. Like all narrative-driven activities, there are more than a few surprises 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. As long as you have a halfway decent build, completing Captive Memories shouldn't be a problem.
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Destiny 2: Revenant – Tomb Of Elders Activity Guide
Impress your manager, yes?
As was the case with the story missions of the last few seasons, there are some easy puzzle solutions as well very Light Raid-style mechanics in Captive Memories and you'll learn about them all here.
How to complete captive memories
Completing the Captive Memories quest shouldn't take you more than ten minutes or soeven playing solo. Because this one isn't most casual content, it assumes you have an acceptable build – such as some of the best Hunter Builds for PvP and PvE – for your class. or at least invested in some good exotics and weapons from Revenant or elsewhere.
At least,
you should be fully equipped with legendary weapons and armor
an exotic workhorse like 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 will meet Varikswho has some news to tell you. You can sit and listen to it or let him talk on the radio.
Go through the cave mouth and through the red lighted opening below the overhang. Go around the large machine in the room with the purple light and you'll encounter the only puzzle in the mission.
How to solve the door puzzle
More Dread enemies will appearincluding 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 notice that 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 that leads further, you need to interact with the terminals next to certain doors in a certain order. Sharp-eyed guards will be seen the same markings on the floor in front of the support bridge when descending into the room.
Solving this puzzle requires just that activate the terminals in the order indicated by the symbols on the floor. If you choose the right one, you will get the message “Anthem Resounds Throughout the Room”. An incorrect selection will give the message “Anthem fades out”.
Entering all five correct symbols will open the door leading deeper into the Tomb and clear the electricity. Go down the hall and when you see a smaller one, well-lit passage off the main one — take it.
How to beat the blocking encounter
Your next encounter is the first of two battle arenas. This one in Lockup teaches you about the Devouring Essence mechanic. It's not a big deal, luckily. When the meeting starts, you'll gain the Devouring Essence perk, which kills you when its 43 second timer reaches zero.
To complete this meeting, defeat the three marked enemies (called “High Revenants”) to cast the shield on the Revenant Baron. Kill the baron and destroy the totem his soul leaves behind.
Go through the newly opened door in 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 come to a gap to cross, take out the Subjugator (called a Witness Herald here) and hang right through the room with the big spinning turbine. Keep right as you progress and head up and around the broken pipe.
How to beat Skolas
At the end of your path is the final arena, where Fikrul revives a very old enemy: Skolas, a Fallen Kell last seen during Destiny 1's House of Wolves expansion circa 2014.
As it was all those years ago, Skolas has a large health pool, especially when he's fighting him solo and has a lot of smaller enemies coming to help him.
The fight proceeds similarly to the previous encounter, with two key differences: no free respawns and the addition of Splinter Mines. Let the Splinter Mines explode and everyone in the room dies, forcing you to start the entire encounter over.
The first mine will spawn when Skolas is at 60% health, just before he reaches his immune phase. He will teleport into the mine and you will have to stand in the circle below it to disarm itavoiding Skolas as much as possible.
When Skolas reaches 50 percent health, he will become immune to damage, you will receive the Devouring Essence debuff, and three High Revenants will appear. Just like the previous encounter, defeat all three to break through Skolas' shield and continue the fight.
There's another Splinter Mine phase when Skolas hits ten percent health, so wipe him out, then take him out to complete the mission. Variks and Mithrax will have some dialogue to listen toand when it's over, you're free to walk away and get back to grinding.
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