Vesper’s Host


Loot Table

Core Mechanics to Understand

In Vesper's Host, you will encounter enemies that are carrying "Corrupted Augments" which need to be utilized to gain access, information, or to suppress enemies and their shields. Kill these enemies and pick up the augments that they drop off the ground by holding your interact button.

  • Scanner (Yellow) - Modifies your mini-map to show shootable panels around the arena (unscanned panels will show as yellow hexagons). Scanned panels that SHOULD NOT be shot will disappear from your mini-map. Scanned panels that SHOULD be shot will show as solid white hexagons and remain on your mini-map as long as you have the Scanner buff.

  • Operator (Red) - Allows you to shoot panels around the arena based on the information provided by the Scanner. This role is typically dependent on Scanner's job being completed first.

  • Suppressor (Blue) - Replaces your grenade ability with the ability to create a shootable hologram. When this hologram is shot, it will create a suppression field that will strip off specific enemy's shields or will make Raneiks Unified vulnerable in some way.

Each of these augments have a 60 second timer, and can be deposited into a terminal to refresh the buff. There is no cooldown on picking up or depositing the augments.

Opening: “Embarkation”

Push forward into Vesper Station and find the enemies that lurk within the loading dock. Identify the two enemies that are holding the Scanner and Operator augments and kill them. Grab the Scanner buff first, and begin to make your way around the room to scan all of the panels (identified by the yellow hexagons on your mini-map). If the hexagon disappears, that is a panel that should not be shot, however, if the panel changes colors and turns solid white that panel should be shot by a Guardian holding the Operator buff. There will be 4 correct panels that need to be shot to open the door so you may enter Vesper Station and move towards the first encounter.

1st Encounter Explainer and Mechanics

As you make your way into the station, you will find yourself in a large room overlooking "The Anomaly" in the distance. In the center of the room is a large sphere embedded in the floor and on the opposite side of the sphere are 3 bins where you can deposit nukes (just like Deep Stone Crypt).


ENCOUNTER GOAL: Dunk 3 nukes into the bins to activate the security system and complete the encounter.


Approach the sphere in the middle and "Reboot the system". A Brig will come down from the sky where you stand (WATCH OUT). Once you kill the Brig, an enemy with the Scanner buff will appear.. Kill this enemy and pick up the buff. Next you will move into one of the 3 exterior doors that lead to the "Heart," "Lungs," and "Brain" areas (indicated by Braytech images depicting these body parts above the doors). Each area will contain 2 invisible mini-bosses and an assortment of dregs that need to be killed to progress deeper. Once all enemies have died, a fallen shield blocking a door will dissipate and you will be able to enter a room with scannable panels on the wall. The Scanner needs to make their way around the room, passing by each panel and calling out which panels the Operator should shoot. There will be 6 panels in total, with 4 being correct, and 2 being incorrect. Shooting the correct panels will progress the encounter, whereas shooting the incorrect panels will cause the Operator to die. Once the correct panels are shot, a nuke will spawn in the room with the panels, one guardian will need to pick up the nuke and begin transporting it back to the room where the Brig spawns in. The two Guardians who were holding the Scanner and Operator buffs need to be sure to dunk their buffs into the nearby terminals so they do not die to the corrupted augment timers expiring. Kill all enemies on your way to the central room, kill the brig, and dunk the nuke before the 1 minute timer on the nuke expires. Repeat this 3 times for each of the areas, bringing the nuke to the center each time.

Escape the Maze (Transition Puzzle)

Deadly Hide-n-Seek

Map for Nuke Dunks

Peek-a-boo

As you transition from the first to the second encounter you will come to a series of doors and corridors with a large servitor boss looming. As you approach the doors in these hallways, you will be able to interact with them to "Power Down" and "Power Up" the doors depending on how many charges you have in your "Power Reserves" (indicated by 4 boxes on the left side of your HUD).


ENCOUNTER GOAL: Find 5 Fallen Captains and deposit the nukes they drop into the numbered bins.


Tips for the encounter:

  • Try to stay out of line of sight of the servitor boss. If you linger in it's sight too long, it will begin an attack called "Integration". You will recognize this attack by the purple beam that connects you to the boss. You can prevent this from killing you by breaking line of sight before the timer depletes.

  • Watch out for a second attack where the boss will send out a series of "dead servitors" at you that will explode wherever they settle on the map. "Don't Take Balls To The Face"

  • The numbers will progress the further you move through the dungeon, and if you're confused on where to go, just keep looking for enemy pings on your radar for hints on where to head.

2nd Encounter Explainer, Loadout Suggestions, and Mechanics

Don’t take balls to the face

The second looted encounter of the dungeon is a boss encounter where you will fight the servitor boss from the maze you just made your way through. This boss is unique in the fact that it is actually an amalgamation of 10 individual servitors (Raneiks-1 through Raneiks-10)


ENCOUNTER GOAL: Kill Raneiks Unified


LOADOUT SUGGESTIONS:

All Classes

  • Primary: an arc weapon of your choice with voltshot (there are soooo many arch shields)

  • Secondary: a rocket sidearm or fusion rifle to deal with exploder shanks easily

  • Heavy: Tractor cannon, Parasite (to debuff the boss or to do high burst damage with x20 Worm's Hunger): an arc weapon of your choice with voltshot

TITAN:

  • Super: Glacial Quake (Prismatic)

  • Aspects: Knockout & Consecration

  • Exotic Class Item: Spirit of the Star-eater / Spirit of Inmost Light

Warlock:

  • Super: Song of Flame (Prismatic) or Cataclysm Nova Bomb (Prismatic)

  • Aspects:

  • Exotic Class Item: Spirit of the Star-eater

Hunter:

  • Super: Blade Barrage (Solar) or Silence and Squall (Prismatic) (Deadfall Tether will be the by far best choice once Bungie re-enables it in the game; stay tuned)

  • Aspects:

  • Exotic Class Item: Spirit of the Star-eater


Key Tips for this Encounter:

  • You will see a wall that is in front of the Rally Banner with 10 red numbered buttons that can be shot by the person with the Operator buff. These buttons wrap all the way around the wall including on the sides and towards the ceiling. Take a moment to make yourself familiar with the positioning of these buttons.

  • There is no reason to stand in the middle of the room (indicated by the massive beam of light coming down out of the red hallway above until you are dealing damage to the boss. Fight the enemies from either side of the room and use the environment to block yourself off from the larger enemies until you're ready to take them down.

  • The boss of this encounter has been called "10 Servitors in a Trench Coat" because of the nature of how it becomes damageable. To do ideal damage, bring weapons and abilities that can do damage across a large group of enemies at once (think burst supers, burst weapons like Parasite, Wardcliff Coil, etc)


FLOW OF THE FIGHT

  • Start the encounter by stepping near the stage area (stay out of the middle area where the bright white light is shining unless absolutely necessary). Kill the Operator shank, pick up the buff, and deposit it into the terminal towards the right side of the arena. You'll come back for this later.

  • Once enough enemies die, kill the "Machine Priest" mini-boss that spawns in at the top of the stairs. Watch out for the Stasis slow attacks that this enemy periodically throws out, as it can leave you exposed if you're caught in one.

  • Once the mini-boss dies, you will be teleported to a secondary arena above the starting arena. In this space, many normal and exploding shanks will begin to collapse on your position. BE SURE TO DESTROY EXPLODING SHANKS IMMEDIATELY.

  • Once all shanks are dead, you will see a Suppressor shank spawn in near the boss. Let it move a safe distance away from the boss and kill it to obtain the Suppressor buff.

  • When this buff is in hand, hide behind the crate on the left of the boss to protect yourself from the "balls" attack that the boss throws out. Look for an opening and use your new hologram ability (bound to your grenade ability) towards the right-most side of this crate. Shoot the hologram to create a suppression field and split the large boss into the 10 smaller servitors.

  • When the 10 servitors spawn in, look for 2 that are glowing a brighter purple/blue color with large dots on their face (surrounding the normal Servitor crit spot). Aim down-sights with your weapon at these 2 specific servitors and call out the number in their names. For Example: Raneiks-8 and Raneiks-5.

  • Type down or callout these numbers aloud so each member of your team knows them, as you will need to remember the numbers to start the damage phase.

  • Once the first 2 numbers are obtained, move through the hallways behind where the boss was located to drop back down to the original arena where you started the fight. (Both the safer gray hallway on the left and the large red hallway in the middle can be used).

  • At this point, you will rinse and repeat all of the steps from above so you can obtain 2 more numbers. You will need a total of 4 unique numbers for your Operator to enter to begin the damage phase.

  • NOTE: Your code will contain 4 unique numbers, and it is believed that the code will never contain any repeating numbers.

  • When you drop down, have a guardian grab the operator buff out of the terminal where it was placed at the beginning of the fight, and shoot all 4 of the numbers. This will bring the boss down to the ground floor and will cause a Suppressor Shank to spawn in the center of the arena.

  • Kill and grab the Suppressor buff and use the ability to split the boss once again, this will start the short damage phase where you want to do as much burst damage to each of the servitors as possible.

  • Rinse and repeat every step above until the boss is dead!

3rd Encounter Explainer, Loadout Suggestions, and Mechanics

Who let this guy back in?!

The final looted encounter of Vesper's Host is fighting, "Atraks, The Corrupted Puppeteer". Prepare yourself, as this encounter will be a ramp up in difficulty compared to the last two.


ENCOUNTER GOAL: Kill Atraks, The Corrupted Puppeteer


LOADOUT SUGGESTIONS:

All Classes

  • Primary Weapon: any weapon of your choice that can be used to create orbs of power through siphon mods. Ideally, use a weapon that is enhanceable so you can utilize the new "Heavy Ammo Finder" mod on your gun. For the second half of damage phase, it can be wise to utilize Outbreak Perfected as a team for additional boss damage and ability regeneration.

  • Special Weapon: a special Grenade Launcher is great for Episode: Revenant due to the specific artifact perks available. Mountaintop, Lost Signal, Wild Style, Bitterspite, etc.

  • Heavy: There are many options, but most will depend primarily on the element you want to use, the make up of your team, and the strategy for navigating the boss fight. A few options that have prevailed are: Grand Overture, Leviathan's Breath, Edge Transit (any heavy GL with surges), Anarchy, Whisper of the Worm, Microcosm, Thunderlord.

NOTE: No matter the weapons you use, just be sure to match your surge mods on your leg armor to make the most of damage phase.

Titan:

  • Super: Thundercrash or Twilight Arsenal (Prismatic)

  • Aspects: Knockout & Consecration

  • Fragments: Courage, Protection, Blessing, Ruin, Honor

  • Exotic Class Item: Spirit of the Star-eater / Spirit of Inmost Light

Warlock:

  • Super: Well of Radiance (Solar)

  • Aspects: Touch of Flame & Whichever other Aspect you'd like.

  • Fragments: Empyrean, Solace, Searing, Mercy

  • Exotic Armor: Speaker Sight Helmet, Cenotaph Helm to generate ammo if needed

Hunter:

  • Super: Golden Gun: Marksman (Prismatic)

  • Aspects: Threaded Spectre, Stylish Executioner

  • Fragments: Purpose, Protection, Dominance, Dawn, Courage

  • Exotic Armor: Celestial Nighthawk Helm


Phase 1: Opening

  • Start the encounter by walking forward towards Atraks' replicant ball. This will spawn in the "real" Atraks and 2 radiation shielded versions of Atraks (called RAD boys from here on out).

  • Find the Suppressor vandal that will be making it's way through the room, kill it, and grab the buff off of the ground. Once obtained, bait the two RAD boys to a central location so you can use your suppressor ability and remove their radiation shields. This is accomplished by detonating your hologram when they are nearby to suppress their shields.

  • Once these first two copies are dead, two more will spawn in along with a Scanner vandal. Have another guardian on the team kill the scanner vandal, while the Suppressor deals with the next wave of RAD boys. After the 3rd and 4th RAD boys die, the Operator buff will spawn in. Suppressor should dunk their buff now to ensure they do not die to their timer expiring.

  • The Scanner will need to navigate around the room, walking near 4 columns that surround the central platform. They are indicated with blue numbers on them (1 through 4). The Scanner should call out for the Operator's knowledge which of the 4 numbers lingers on their mini-map as a white hexagon. Once the Scanner finds their appropriate number, they should dunk their buff so they do not die to their timer expiring.

  • The Operator will need to shoot 4 buttons around the room that match the number on the column that was called out by the Scanner. Once this is completed, either the right or left side will have 3 red flashing lights above a terminal to hold the buffs. Be sure that the Operator dunks their buff before dropping down to progress the fight.


Phase 2: Breaking Down Atraks' Shields

  • All 3 Guardians should drop down the elevator shafts on the side that correlates to the red flashing lights. Immediately upon dropping down, you will find a room full of enemies along with a few RAD boys, you want to turn to the doorway that is between the two elevator shafts and proceed into the first room that is indicated with 3 red flashing lights. Inside this room, you will find Atraks, 3 terminals holding the various buffs, and the RAD boys may also chase you into this space so continue to move away from them as they chase you.

  • Have the Operator grab their buff and shoot the 4 buttons that are located around the room when all guardians are inside the room. This will close the doors, and will cause 4 Atraks replicants to spawn in (1 Top Left, 1 Bottom Left, 1 Top Right, and 1 Bottom Right). Operator needs to dunk their buff at this time back into the terminal where they found their buff.

  • Have the Scanner grab their buff and move close enough to these replicants to "scan for the correct one". They should call out for the team to kill the correct replicant, which will provide a nuke similar to the first encounter. Once the scanner successfully finds the correct replicant, they should dunk their buff back into the terminal where they found it.

  • One of the other 2 Guardians should grab this nuke and bring it into the "shelter" area at the bottom of this room. Inside, you will find a bin to dunk the nuke which will close the doors to protect the Guardians from a "cleansing" process that kills all of the replicants and takes away half of Atraks' shields.

  • When the doors open up, run towards the front of the room through the newly opened door (located behind where the real Atraks was standing). Through this door you will find a dark corridor with many fallen trip-mines and slow-mines. be mindful to not trigger these as it will likely kill anyone who is moving behind you.

  • When you come out of this corridor, go to your right into another similar but different room to the one you just came from. Have the Operator shoot the buttons, Scanner find the correct Atraks to kill, and grab the nuke to close the doors for your bunker. There is no need to dunk these buffs back in the terminal at this time.


Phase 3: Damage Phase

  • Once both halves of the shield are down, you will come out of the bunker and jump up to the left to head into the hallway where the 3 invisible enemies continually spawn. Run past them (or kill them.. you do you ) until you return to the original room where you dropped down to begin Phase 2.

  • Run directly into the teleporting field (pinkish area in the center of the room) and it will return you to the space where you started the fight. You should see the large elevator doors are opened near where you rallied to the banner before starting the fight. Once all 3 guardians are prepared for the damage phase, step into the elevator and you will be launched up to meet Atraks beneath the Anomaly.

  • Atraks will continuously spawn in lightning strikes from the Anomaly, which will cause the battlefield to be difficult to navigate while attempting to do damage. Prevailing strategies have been to place a well of radiance along with a healing turret from your Speaker's Sight warlock on the gas tank towards the front right of the room. If all 3 Guardians stand on this tank, you are mostly able to avoid being one-shot by the lightning strikes, however, if you are hit by a combination of sniper shots and AOE damage from the lightning it is easy to find yourself dead even in the Well.

  • After around 20-30 seconds of doing damage, Atraks will become immune to damage and begin calling in an attack from the Anomaly which will wipe the team if you do not escape the blast. There are 2 ways to avoid dying to this attack.

  • First, and most safely, you can simply drop back down the elevator shaft which brought you to the boss arena and you will end the damage phase.

  • Second, and most efficient, you can kill a glowing replicant of Atraks and grab the nuke that it drops. On the back left side of the arena, you will find another bunker with a bin inside of it. If you dunk the nuke in time, you can close the doors and avoid being killed by this attack. This will extend your damage phase by another 20 or so seconds. Once Atraks goes immune again, you will need to drop down the elevator shaft that brought you to the boss arena so you can start Phase 1 again.


ENCOUNTER TIPS AND TRICKS:

  • Yes, Boss damage phase is insanely difficult to stay alive. It's not just you. Don't get frustrated, just try to identify what killed you and get better in the next life!

  • Biggest threats in this encounter is Radiation from the RAD boys, Sniper attacks from real Atraks in nuke rooms, Sniper + Lightning Strike combos in Boss damage phase, and the continued Lightning Strike combos when the Well of Radiance inevitably runs out.

  • If you see the ground in the boss arena beginning to glow yellow, that means that a lightning strike is imminent. If you jump in the air, you will not be hurt by the lightning strike, however, there are lingering AOE damage ticks that can be dealt if you are to land on the ground after the lightning hits. Try to remain mobile and move to parts of the arena that are not glowing.


All Secrets, Puzzles, & Collectibles (Esoterrick Guide)

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https://crowsnest.me/vespers.html

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