Llyssa Posted September 23, 2014 Share Posted September 23, 2014 We've seen the void. We've seen the towers there: Ancient, immaculate, bizarre structures beyond all concept and understanding. So we go to the "void" to stop the grineer. And we drop in to... derelicts. "Ships ravaged by time and unable to enter the void", as the lore chunk once described them. They are orokin ships, no doubt, but they all look like the non-void-capable derelicts, rather than the high-gloss void towers we all know. So, why is a void key needed by the grineer? Why is void energy interfering with our scans of cache, but not with the wild growths? It's cool and all, I just find it a bit odd that it uses the tileset we've been specifically told cannot occur in the void. Link to comment Share on other sites More sharing options...
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