|Boss|| Transcendent Hydra (Hydra)|
Belmon, Transcendent Mind (Hydra)
|Description||Prevent ancient and powerful Vex from escaping the Glassway on Europa.|
| Arc |
- Transcendent Hydra (Hydra)
- Belmon, Transcendent Mind (Hydra)
Hop on your sparrow and go towards caves in front of you.
Follow the path and you will be greeted by Marauders and Shanks. Use the nearby rocks as cover to easily clear them up. Clear Vandals and jump from cliff to cliff. Now it's time to disable the Fallen Barrier. Destroy the Resilient Captain and Defiled Servitor, then focus on Dregs and Wretches to proceed.
Soon, you will be attacked by Dregs, a Servitor, and a Warrior's Enforcer, a powerful Captain with an attack which sends forth three lines of Stasis crystals along the ground. Hide between rocks and get your heavy artillery to shoot it down. Hop to the next area where another group of Fallen enemies await, along with a Technocrat's Assistant, a powerful Captain which throws Duskfield Grenades. Defeat them all to disable another barrier and proceed into the entrance at the radiolarian waterfall.
Move forward by following Vex platforms and clear the Fallen you encounter on your way. Another Resilient Captain will spawn, kill it quickly while covering from Vandals' fire. Go through the tunnel and you will get to a large open room filled with radiolaria, where you will see Eramis, Kell of Darkness, she is immune to damage and quickly escapes.
Stand on the nearby plate and defend from the Fallen to drain radiolaria and unlock the path forward. Heavy Shanks and Exploder Shanks will swarm you on a vulnerable location, so it may be a good idea to activate your Super. Once cleared, jump forward and kill Dregs, Resilient Captain, and Vandals. You will need to eliminate all of the enemies in the area to remove the barrier at the end of the room. Just follow the passageway and you will soon enter into another area. Here, you will again get a brief look at Eramis before she flees. She has opened the Vex portal, leaving you to deal with the Glassway's bosses.
This strike has two bosses: the Transcendent Hydra, and Belmon, Transcendent Mind. Both have to be defeated to finish the activity. Belmon tends to stay in the open, the smaller Transcendent Hydra chases players into the corridors at the sides of the boss stage.
When the encounter begins, both Hydras appear together, along with many Vex reinforcements, such as Goblins and Minotaurs. Once one of them takes enough damage, about 1/3 of its total health, it disappears. When both disappear and all Vex in the area are defeated, the Transcendent Hydra reappears with more reinforcements, including Harpies, Hobgoblins and Wyverns. The Hydra disappears after it loses another 1/3 of its health, and when its reinforcements are defeated, Belmon appears with more Vex. Belmon retreats after losing 1/3 of its health, and after the area is cleared of enemies, both Hydras reappear and can finally be defeated.
- "Activity Enemy Information." Google Sheets, Created by Kimber Prime with the help of ReD_ReD_PaNdA, https://docs.google.com/spreadsheets/d/1tB87AL467rpjsIAe6PkMdVI3hHQ9rGFbcwQCDCACRZI. Accessed Jul 20 2021.
|Red War||Lake of Shadows • The Arms Dealer • Exodus Crash • The Inverted Spire • Savathûn's Song • The Pyramidion|
|Curse of Osiris||Tree of Probabilities • A Garden World|
|Warmind||The Insight Terminus • Strange Terrain • Will of the Thousands|
|Forsaken||Warden of Nothing • The Corrupted • Broodhold • The Hollowed Lair|
|Shadowkeep||The Scarlet Keep • The Festering Core|
|Beyond Light||The Glassway • The Disgraced • The Devils' Lair • Fallen S.A.B.E.R. • Battleground: Behemoth • Battleground: Hailstone • Battleground: Foothold • Battleground: Oracle • Proving Grounds|
|The Witch Queen||The Lightblade • Birthplace of the Vile|