-/+ydmmmho/. ./+ydmmdyo+- ./hmNMMMMMMMMMdhy/- .:ohdMMMMMMMMMMmh+- :hNMMMMMMMMMMMMMMMNdo:-. -:odNMMMMMMMMMMMMMMMNm+. .smMMMMMMMMMMMMMMMMMMMMNNh ./sssss/. -dNMMMMMMMMMMMMMMMMMMMMms. :NMMMMMMMMMMMMMMMMMMMMMMMm :ymNMMMMMNmy: :mMMMMMMMMMMMMMMMMMMMMMMNs. .yNMMMMMMMMMMMMMMMMMMMMMMMm /dMMMMMMMMMMMNo :mMMMMMMMMMMMMMMMMMMMMMMMN: :NMMMMMMMMMMMMMMMMMMMMMMMMm :dMMMMMMMMMMMMMm+ :mMMMMMMMMMMMMMMMMMMMMMMMN: .yNMMMMMMMMMMMMMMMMMMMMMMMm sMMMMMMMMMMMMMMMs :mMMMMMMMMMMMMMMMMMMMMMMMN: /mMMMMMMMMMMMMMMMMMMMMMMMm sMMMMMMMMMMMMMMMs :mMMMMMMMMMMMMMMMMMMMMMMNs. .smMMMMMMMMMMMMMMMMMMMMMMm sMMMMMMMMMMMMMMMs :mMMMMMMMMMMMMMMMMMMMMMNs. `:dNMMMMMMMMMMMMMMMMMMMMm sMMMMMMMMMMMMMMMs :mMMMMMMMMMMMMMMMMMMMNms. .-yNMMMMMMMMMMMMMMMMMMm sMMMMMMMMMMMMMMMs :mMMMMMMMMMMMMMMMMMNy-. -+ymMMMMMMMMMMMMMMMm sMMMMMMMMMMMMMMMs :mMMMMMMMMMMMMMMNy+- `-ohNMMMMMMMMMMMMm yMMMMMMMMMMMMMMMs :mMMMMMMMMMMMNmy-` `-yNMMMMMMMMMMm oNMMMMMMMMMMMMMMs /mMMMMMMMMMNy-` -sNMMMMMMMMm .yMMMMMMMMMMMMMh- dMMMMMMMMNho` ` `/mMMMMMMMN+ .sNMMMMMMMMMNd+` /NMMMMMMMNs. `:hNMMMMMMNs. `:smNMMMNmd+. :NMMMMMMNh:` `+mMMMMMMNy: `-+++:`` :yNMMMMMMMs` `+NMMMMMMMNms+: +yNMMMMMMMNs` `+NMMMMMMMMMMNdddddddmNMMMMMMMMMMo` `oNMMMMMMMMMMMMMMMMMMMMMMMMMMMNy- -hNMMMMMMMMMMMMMMMMMMMMMMMMMMd: /mMMMMMMMMMMMMMMMMMMMMMMMMMm/` .sNMMMMMMMMMMMMMMMMMMMMMMMNy- :mMMMMMMMMMMMMMMMMMMMMMMMm: -dMMMMMMMMMMMMMMMMMMMMMMMm- `+NMMMMMMMMMMMMMMMMMMMMMNm- -NMMMMMMMMMMMMMMMMMMMMMMd- .NMMMMMMMMMMMMMMMMMMMMMNo` .NMMMMMMMMMMMMMMMMMMMMMm- .hNMMMMMMMMMMMMMMMMMMMMh` `hNMMMMMMMMMMMMMMMMMMd. .yNNMMMMMMMMMMMMMMNh: .:odNNMMMMMMMNNmy/. .-/hhhhhhh+:-` ` ` ` "That Wizard came from the Moon!" FAQ/Walkthrough by Greg Boccia aka noz3r0 Version 1.00 __________________________________________________ |¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ | | Table of Contents | | | | I. Intro [0100] | | II. Classes [0200] | | III. The Tower [0300] | | IV. Earth [0400] | | V. Moon [0500] | | VI. Venus [0600] | | VII. Mars [0700] | | VIII. The Crucible [0800] | | IX. The Vault of Glass [0900] | | X. Bounties [1000] | | XI. Enemy Information [1100] | | XII. Achievements [1200] | | XIII. Additional Content [1300] | | XIV. Outro [1400] | |_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ___________________________ ________________________//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\\________________________ ________________________ Intro ________________________ \\_________________________// [0100] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Author's Foreword ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Welcome to the Destiny guide! Thank you reading. This game is one of the most popular out right now and it's incredibly intriguing. This guide will aid you through the Story Missions, Strike Missions, and acquiring the Dead Ghosts and Gold Loot Chests in each world. This is a work in progress and any additional information is welcome. If you are looking for a more detailed guide with video and pictures, then check out the upgraded version at GamerGuides.com The Story ¯¯¯¯¯¯¯¯¯ Our destiny lies above us, in the stars. From beyond our tiny pale blue dot in the night sky, the Traveler came to us, lifted us. We reached out across the solar system and beyond. We built cities on Venus, Mars, and beyond; we explored the depths of the planets and the edges of our solar horizon. The brightest Golden Age of our species’ history, we learned so much, we saw so much. But we were not alone. The Traveler did not come to us unnoticed. Something pursued the Traveler, a vast and terrible Darkness. It found the Traveler. It found us. Our civilization was ruined, cast down. Humanity was nearly extinguished. The Traveler gave everything to stop the Darkness, to cast it back into the yawning black spaces between the stars. We did not perish. But we lost so much. And the Traveler fell silent, floating above our last city. Fragments of the Traveler’s Light, Ghosts of its former glory awakened, sought out those among us who could protect us, defend us, and give us hope for the future. They are Guardians. You are a Guardian. Rise, Guardian, and look up. To the stars. Our destiny awaits. ___________________________ ________________________//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\\________________________ ________________________ Classes ________________________ \\_________________________// [0200] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Character Design ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Before choosing a class you'll want to create a character. The races -- Exo, Awoken, and Human -- don't really matter nor does the gender. There are no benefits to picking whatever you want so do exactly that, make the character that you want to play as. Class Overview ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ As a Guardian of the City you'll be organized into one of three classes: Hunter, Warlock, or Titan. Each class has two different sets of skills, one is the primary and another being a subclass. The subclass is unlocked at Level 15 and once any character you have reaches Level 15 all other characters will have their subclasses unlocked, allowing you to choose another class while starting as the subclass should you prefer it. Before making a choice, understand that all classes can wield the same weapons but certain armor is specific to the class since upgrades to the armor can grant bonuses. Grenades ¯¯¯¯¯¯¯¯ Every subclass can have three grenades and they have varying uses. The base recharge time is 50 seconds and it can be lowered to 25 based on the amount of Discipline you have from equipment. For the most part, grenades deal full damage from the epicenter of the blast and damage tapers off from there. Some grenades don't simply explode and deal damage in other ways though. The damage below is based on PvE enemies at equal level on Normal difficulty without any upgraded bonuses to your gear. The damage below is also reflective of PvP where the leveling bonuses are negated. For in-depth information check each grenade individually beneath the chart. |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯| | Grenades | Class | Subclass | Damage | Radius | |====================|=========|=============|=============|========| | Flashbang Grenade | Titan | Striker | 140 | 7m | | Pulse Grenade | Titan | Striker | 200 (50x4) | 5m | | Lightning Grenade | Titan | Striker | 400 (100x4) | 12m | | Magnetic Grenade | Titan | Defender | 180(245) | 5m | | Spike Grenade | Titan | Defender | 400 | 12m | | Suppressor Grenade | Titan | Defender | 140 | 7m | | Incendiary Grenade | Hunter | Gunslinger | 115 (140) | 7m | | Swarm Grenade | Hunter | Gunslinger | 245 | 7m | | Tripmine Grenade | Hunter | Gunslinger | 160(225) | 12m | | Flux Grenade | Hunter | Bladedancer | 100(165) | 5m | | Skip Grenade | Hunter | Bladedancer | 120 | 7m | | Arcbolt Grenade | Hunter | Bladedancer | 80 | 8m | | Vortex Grenade | Warlock | Voidwalker | 350 | 4m | | Scatter Grenade | Warlock | Voidwalker | 120-160 | ~9m | | Axion Bolt | Warlock | Voidwalker | 90 | 10m | | Solar Grenade | Warlock | Sunsinger | 350 | 4m | | Firebolt Grenade | Warlock | Sunsinger | 80 | 8m | | Fusion Grenade | Warlock | Sunsinger | 100(165) | 5m | |____________________|_________|_____________|_____________|________| Titan Grenades ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Flashbang - Blinds the opponent in PvP and disorients enemies in PvE Pulse Grenade - Deals damage in pulses. There is no falloff and Aftershock can add a pulse. Lightning Grenade - Deal four pulses of 100. Aftershock adds a pulse. No falloff of damage. Magnetic Grenade - Two explosions of 100 then 80. 65 added damage if target is stuck. Spike Grenade - Rapid pulses for 100 damage per second. Last 4 seconds with no falloff. Suppressor Grenade - Shuts down player abilities for 10 seconds. Disables enemies in PvE. Ultra enemies are not affected. Hunter Grenades ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Incendiary Grenade - 115 Damage initially and 5 ticks of 5 damage over 5 seconds. Swarm Grenade - Releases 5 seeker drones that deal 7 damage per hit. Hits twice and explodes for 7 additional damage. Maximizes at 245 damage. Tripmine Grenade - This is a proximinity grenade. Explodes instantly if target is stuck. Flux Grenade - Deals an additional 65 damage if target is stuck. Skip Grenade - Four bouncing drones attack twice for 7.5 damage each then explode for another 15. Maximizes at 120 damage. Arcbolt Grenade - Deals 80 damage to up to three targets. Bolts may arc to additional targets. Warlock Grenades ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Vortex Grenade - Deals damage in rapid pulses for 100 damage per second. Last for 3.5 seconds but can be modified by Vortex Mastery to 6 seconds. Scatter Grenade - Detonates on impact and releases a cluster of Void bomblets. Axion Bolt - Releases a Void Seeker at two enemies dealing 90 damage. Solar Grenade - Rapid damage in pulses for 100 damage per second. Lasts 3.5 seconds and has no falloff damage. Firebolt Grenade - Deals 80 Solar damage to four targets. Fusion Grenade - Deals 65 additional damage if the target is stickied. Melee Abilities ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Each class has a unique melee modifier as well. Titans and Hunters will lunge forward at full distance to strike but Warlocks will only step then project a wave of Solar or Void energy. Hunters have a unique modifier in that their melee ability will use Knife Throw. When in close proximity for a melee attack the knife will not be thrown and the modifier is saved. Both Titan and Warlocks will use a regular melee attack when the modifier is down. These attacks deal 100 damage each. The Throwing Knife has a chance for precision however and can deal 130 damage at this point. Jumping Abilities ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Each class has the ability to jump off the ground. It's a basic feature but the classes have different secondary jumping skills. Hunters will gain the ability to Double Jump and even Triple Jump while Warlocks and Titans have the ability to Glide and Lift respectively through the air. It is possible to cancel the latter, Hunters cannot cancel a Double Jump but have the benefit of being able to rapidly change direction in mid-air. Jumping is a crafty way to get around the terrain but in PvP you want to avoid simply jumping in the open, it makes for an easy target. Super Abilities ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This ability is unique to each subclass and allows the Guardian to channel raw Light into Arc, Solar, or Void energy to unleash devastating powers. They aren't all about simply destroying your enemy, some are about aiding others and yourself. When activated you will gain a resistance bonus, some Supers allow persistent resistance, the Arc Blade and Radiant Skin. These abilities can take up to 4 minutes to charge normally, though defeating enemies will decrease the time it takes to charge, exponentially increasing for numerous kills rapidly. Using a Super Ability to defeat an enemy will result Orbs of Light dropping that other players can pick up. You will not be able to see these unless they are dropped from another character. Picking these up will greatly boost your Super Meter in comparison to just killing enemies or waiting. More Orbs of Light can be generated if the attack defeats a Major, generally 4 instead of 1. It takes about 6 Orbs of Light to completely refill your Super and that's wonderful if you are in a team because you can almost cycle Supers very rapidly. Character Stats ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ There are 8 different stats that you'll want to be actively aware of and have an understanding of in order to be competent in Destiny: Level - While playing Destiny you'll defeat numerous enemies and earn experience. This counts towards your overall level as you go from Level 1 to Level 20. At Level 20 you will reach what is called a "soft cap." This means that experience is no longer the driving point of your leveling up and from here you'll need to equip gear with Light. Light Level - Once you reach Level 20 the experience bar won't level you up any longer, instead you'll receive a Mote of Light. To increase your level further you must equip Armor with Light. Level 20 Rare Armor will max out at +15 Light, Legendary at +27, Raid Legendary at +30, and Exotic at +30. |¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Light Level | Required Light | |=============|================| | Level 21 | 20 Light | | Level 22 | 32 Light | | Level 23 | 43 Light | | Level 24 | 54 Light | | Level 25 | 65 Light | | Level 26 | 76 Light | | Level 27 | 87 Light | | Level 28 | 98 Light | | Level 29 | 109 Light | | Level 30 | 120 Light | |_____________|________________| Agility - This is the primary stat of the Hunter and thus a Hunter starts with 5 points in this stat while Titans and Warlocks start with 1. The higher this stat goes the faster you will run and the higher you will jump. You will also accelerate more quickly when you attempt to sprint. Armor - This is the primary stat of the Titan and thus a Titan starts with 5 points in this stat while Hunters and Warlocks start with 1. Armor raises your health with 150 Health at 1 Armor, 165 Health at 10 Armor, and with a Titan you can reach 13 Armor to reach 180 Health. All players in the Crucible have 200 health, these stats are for PvE reference. Recovery - This is the primary stat of the Warlock and thus a Warlock starts with 5 points in this stat while Titans and Hunters start with 1. The higher this stat the quicker you'll begin to regain lost health. Discipline - This stat can be increased with gear and each point will reduce the amount of time it takes for your grenade to recover. Intellect - Raised by equipment, this stat reduces the cooldown time on your Super Ability so you can use it more often. Strength - Like the other two stats, this is increased with equipment and reduces the cooldown on the Melee Modifier. Attack - This stat assists with averaging out the power of a weapon. The Impact value on a weapon sets the amount of damage, this stat acts as a modifier allowing more or less damage based on the enemy level, except in the Crucible where level advantages are disabled. This means that a low level weapon may have a high Impact but a low Attack and thus deal less damage because it is not good enough to deal damage to the enemy. Defense - With the four pieces of equipment you wear you'll gain a cumulative Defense score. This reduces the amount of damage you will take from incoming attacks. __________________________________________________________ \¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/ > Hunter < /________________________________________________________\ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0201]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Gunslinger ¯¯¯¯¯¯¯¯¯¯ Grenades ¯¯¯¯¯¯¯¯ - Incendiary Grenade at Level 2. An explosive grenade that catches enemies on fire, causing additional damage over time. - Swarm Grenade at Level 7. A grenade that detonates on impact, releasing multiple drones that seek nearby enemies. - Tripmine Grenade at Level 18. An explosive grenade that sticks to surfaces and detonates when enemies pass through its laser trigger. Jumping ¯¯¯¯¯¯¯ - Double Jump at Level 3. Jump a second time after leaving the ground. - Better Control at Level 8. Upgrades Double Jump for better directional control while in the air. - Triple Jump at level 19. Upgrades Double Jump with a third jump. - Higher Jump at Level 23. Upgrades Double Jump for even greater height. Super ¯¯¯¯¯ - Golden Gun at Level 4. Summon a flaming pistol that disintegrates enemies with Solar Light. Has a recharge of four minutes and 30 seconds. - Deadeye at Level 9. Significantly increases the accuracy of Golden Gun. - Combustion at Level 20. Killing enemies with Golden Gun causes them to explode. - Gunfighter at Level 24. Reduces the cooldown of Golden Gun, allowing it to be used more often. Melee ¯¯¯¯¯ - Throwing Knife at Level 5. Throw a knife from a distance. - Circle of Life at Level 10. Killing an enemy with Throwing Knife while Golden Gun is active extends the duration of Golden Gun. +1 Armor. - Incendiary Blade at Level 21. Throwing Knife catches enemies on fire, dealing additional damage over time. - Knife Juggler at Level 25. Precision kills with Throwing Knife immediately reset its cooldown. Stat Modifier, Tier 1 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Path Forgotten at Level 6. Training focused on toughness and speed. +2 Armor/Agility - Path Forbidden at Level 14. Training focused on battle Recovery and speed. +2 Recovery/Agility - Path Unknown at Level 22. Training focused on battle Recovery and toughness. +2 Armor/Recovery Ability Modifier, Tier 1 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Scavenger at Level 11. Picking up ammo reduces the cooldown of your grenade and Throwing Knife. - Keyhole at Level 15. Golden Gun overpenetrates and can damage multiple targets. - Gunslinger's Trance at Level 26. Precision kills increase weapon Stability. Stacks up to three times. Stat Modifier, Tier 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Way of the Drifter at Level 12. Training focused on all attributes. +2 Armor/Agility, +1 Recovery - Way of the Fearless at Level 16. Training focused on toughness at all costs. +5 Armor - Way of the Nomad at Level 27. Training focused on maximum battle Recovery. +4 Recovery, +1 Agility Ability Modifier, Tier 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Chain of Woe at Level 13. Precision kills increase weapon reload speed. Stacks up to three times. - Over the Horizon at Level 17. Increases the range of Golden Gun. +1 Agility. - Gambler's Dagger at Level 28. Gain an additional Throwing Knife. Bladedancer ¯¯¯¯¯¯¯¯¯¯¯ Grenades ¯¯¯¯¯¯¯¯ - Flux Grenade at Level 2. An explosive grenade that deals additional damage when attached to enemies. - Skip Grenade at Level 7. A grenade that splits on impact, creating multiple projectiles that seek enemies. - Arcbolt Grenade at Level 18. A grenade that chains bolts of lightning to nearby enemies. Jumping ¯¯¯¯¯¯¯ - Double Jump at Level 3. Jump a second time after leaving the ground. - Higher Jump at Level 8. Upgrades Double Jump for even greater height. - Better Control at Level 19. Upgrades Double Jump for better directional control while in the air. +1 Recovery. - Blink at Level 23. A short-distance teleport that replaces Double Jump. Super ¯¯¯¯¯ - Arc Blade at Level 4. Charge your blade with Arc Light, and consume your foes with lightning. Has a recharge time of four minutes and 30 seconds. - Showstopper at Level 9. A lethal area-of-effect explosion with 7-meter radius. - Razor's Edge at Level 20. A powerful, ground-based, ranged energy wave. - Vanish at Level 24. Cloaking effect that allows user to dissappear from sight. Melee ¯¯¯¯¯ - Blink Strike at Level 5. A powerful melee attack with extended range. - Backstab at Level 10. Doubles damage when hitting targets from behind. - Escape Artist at Level 21. Allows the user to cloak instantly after hitting a target with Blink Strike. - Fast Twitch at Level 25. Reduces the cooldown of Blink Strike. Stat Modifier, Tier 1 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Path Forgotten at Level 6. Training focused on toughness and speed. +2 Armor/Agility - Path Forbidden at Level 14. Training focused on battle Recovery and speed. +2 Recovery/Agility - Path Unknown at Level 22. Training focused on battle Recovery and toughness. +2 Armor/Recovery Ability Modifier, Tier 1 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Fleet Footed at Level 11. Increases maximum sprint speed and extends slide distance. +1 Agility. - Quick Draw at Level 15. Weapons ready immediately after dealing damage with any knife attack. - Shadowjack at Level 26. Increases the duration of invisibility effects. Stat Modifier, Tier 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Way of the Drifter at Level 12. Training focused on all attributes. +2 Armor/Agility, +1 Recovery - Way of the Fearless at Level 16. Training focused on toughness at all costs. +5 Armor - Way of the Nomad at Level 27. Training focused on maximum battle Recovery. +4 Recovery, +1 Agility Ability Modifier, Tier 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Encore at Level 13. Killing an enemy with Arc Blade extends its duration. - Stalker at Level 17. Gain invisibility after crouching in place for a short time. - Hungering Blade at Level 28. Kills with Arc Blade and Blink Strike immediately regenerate health. __________________________________________________________ \¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/ > Warlock < /________________________________________________________\ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0202]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Voidwalker ¯¯¯¯¯¯¯¯¯¯ Grenades ¯¯¯¯¯¯¯¯ - Vortex Grenade at Level 2. A grenade that creates a vortex that continually damages enemies trapped inside. - Scatter Grenade at Level 7. A grenade that splits into many submunitions and covers a large area with explosions. - Axion Bolt at Level 18. A bolt of Void Light that forks into smaller bolts on impact, which seek toward enemies. Jumping ¯¯¯¯¯¯¯ - Glide at Level 3. Jump and then press Jump again while in the air to activate Glide. - Focused Control at Level 8. Upgrades Glide for better directional control while you’re in the air. - Focused Burst at Level 19. Upgrades Glide to provide an initial boost of speed. - Blink at Level 23. A short-distance teleport that replaces Glide. Super ¯¯¯¯¯ - Nova Bomb at Level 4. Hurl an explosive bolt of Void energy at the enemy, disintegrating those caught within its blast. Has a recharge time of four minutes and 30 seconds. - Vortex at Level 9. Nova Bomb creates a Vortex that continually damages enemies trapped inside. - Shatter at Level 20. Nova Bomb splits into three projectiles. - Lance at Level 24. Nova Bomb travels farther and faster. Melee ¯¯¯¯¯ - Energy Drain at Level 5. A powerful melee attack that drains energy from enemies and uses it to reduce the cooldown of your grenade. - Surge at level 10. Damaging an enemy with Energy Drain increases movement speed for a short time. - Life Steal at Level 21. Killing an enemy with Energy Drain immediately restores a significant portion of your health. - Soul Rip at Level 25. Killing an enemy with Energy Drain reduces the cooldown of Nova Bomb. Stat Modifier, Tier 1 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Arcane Wisdom at Level 6. Training focused on battle Recovery and speed. +2 Agility, +2 Recovery - Arcane Spirit at Level 14. Training focused on battle Recovery and toughness. +2 Armor, +2 Recovery - Arcane Force at Level 22. Training focused on toughness and speed. +2 Armor, +2 Agility Ability Modifier, Tier 1 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Annihilate at Level 11. Increases the size of explosions created by Nova Bomb and grenades. +1 Agility. - Angry Magic at Level 15. Nova Bomb tracks enemies. +1 Armor. - The Hunger at Level 26. Increases the duration of the Energy Drain effect. Stat Modifier, Tier 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Ancestral Order at Level 12. Training focused on all attributes. +2 Armor, +2 Agility, +2 Recovery - Chaos Order at Level 16. Training focused on raw speed.+5 Agility - Divine Order at Level 27. Training focused on toughness at all costs. +4 Armor, +2 Recovery Ability Modifier, Tier 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Vortex Mastery at Level 13. Increases the range of Axion Bolt seekers and the duration of the Vortex effect of Nova Bomb and Vortex grenade. - Bloom at Level 17. Enemies killed by any of your abilities explode. - Embrace the Void at Level 28. Damaging enemies with Nova Bomb or any grenade triggers the Energy Drain effect. Sunsinger ¯¯¯¯¯¯¯¯¯ Grenades ¯¯¯¯¯¯¯¯ - Solar Grenade at Level 2. A grenade that creates a flare of Solar Light that continually damages enemies trapped inside. - Firebolt Grenade at Level 7. A grenade that unleashes bolts of Solar Light at nearby enemies. - Fusion Grenade at Level 18. An explosive grenade that causes bonus damage when attached to its target. Jumping ¯¯¯¯¯¯¯ - Glide at Level 3. Jump and then press Jump again while in the air to activate Glide. - Focused Control at Level 8. Upgrades Glide for better directional control while in the air. - Focused Burst at Level 19. Upgrades Glide to provide an initial boost of speed. - Balanced Glide at Level 23. Upgrades Glide to provide bonuses to both speed and control. Super ¯¯¯¯¯ - Radiance at Level 4. Fill yourself with Solar Light, dramatically increasing the effectiveness of all your abilities. Four-minute recharge. - Song of Flame at Level 9. While active, Radiance reduces all cooldowns for nearby allies. - Radiant Skin at Level 20. While active, Radiance reduces incoming damage. - Fireborn at Level 24. Radiance can now be activated from beyond the grave. Doing so returns you to life. Melee ¯¯¯¯¯ - Scorch at Level 5. A powerful melee attack that ignites enemies, causing damage over time. - Flame Shield at Level 10. Killing an enemy with Scorch reduces incoming damage for a short time. +1 Armor. - Solar Wind at Level 21. Hitting an enemy with Scorch knocks them back. - Brimstone at Level 25. Killing adversaries with Scorch causes them to explode. Stat Modifier, Tier 1 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Arcane Wisdom at Level 6. Training focused on battle Recovery and speed. +2 Agility, +2 Recovery - Arcane Spirit at Level 14. Training focused on battle Recovery and toughness. +2 Armor, +2 Recovery - Arcane Force at Level 22. Training focused on toughness and speed. +2 Armor, +2 Agility Ability Modifier, Tier 1 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Radiant Will at Level 11. Increases the duration of Radiance. - Viking Funeral at Level 15. Enemies you ignite burn longer and take more damage. - Sunburst at Level 26. Killing an enemy with Scorch has a chance to generate Orbs of Light. Stat Modifier, Tier 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Ancestral Order at Level 12. Training focused on all attributes. +2 Armor, +2 Agility, +2 Recovery - Chaos Order at Level 16. Training focused on raw speed.+5 Agility - Divine Order at Level 27. Training focused on toughness at all costs. +4 Armor, +2 Recovery Ability Modifier, Tier 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Touch of Flame at Level 13. All grenades ignite enemies, causing damage over time. - Angel of Light at Level 17. Aiming your weapon while in the air holds you in place for a short time. +1 Agility. - Gift of the Sun at Level 28. Gain an additional grenade. __________________________________________________________ \¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/ > Titan < /________________________________________________________\ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0203]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Striker ¯¯¯¯¯¯¯ This subclass allows a Titan to use Fist of Havoc, enhanced melee strikes, and Arc energy. You'll want to focus on Strength and Intellect so your strengths are realized. Grenades ¯¯¯¯¯¯¯¯ - You get to choose one of these as your grenade modifier. - Flashbangs are best used in PvP to blind and disorient your opponent. - The Pulse Grenade is great for bosses in Strikes/Raids - Lightning Grenade is harder to use but potentially better than Pulse Grenade. - Flashbang Grenade unlocks at level 2, Pulse Grenade at level 7, and the Lightning Grenade unlocks at level 18. Jumping ¯¯¯¯¯¯¯ - At level 3 you will learn Lift. This grants a Double Jump ability. You may only choose one of the next three as a modifier. - Increased Height is unlocked at level 8 and allows a longer Lift time. - Increased Control unlocks at level 19, allowing for better maneuverability. - Catapult is available at level 23 and grants an initial strong burst. Super ¯¯¯¯¯ - Upon reaching level 4 you will learn Fist of Havoc. This ability lets you smash the ground and deal Arc damage. You may choose one of three modifiers. - Aftermath is unlocked at level 9 and leaves a pulsing field after the attack - Death from Above allows you to smash the ground like a superhero, dealing a lot of damage and unlocked at Level 20. - At level 24 you learn Shockwave, allowing you to fire off waves of energy. Melee ¯¯¯¯¯ - Storm Fist at Level 5 - Overload at Level 10. Allows a chance to auto-reset the cooldown. - Discharge is learned at Level 21 and can allow Storm Fist to deal area of effect damage. - Amplify at Level 25, reduces the cooldown drastically. Stat Modifier, Tier 1 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Titan Codex I at Level 6. +2 Armor/Recovery - Titan Codex II at Level 14. +2 Armor/Agility - Titan Codex III at Level 22. +2 Agility/Recovery Ability Modifier, Tier 1 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Headstrong at Level 11. Sprinting increases the leap distance of Fist of Havoc. +1 Agility. - Aftershocks at Level 15. Increases the duration of Pulse Grenade, Lightning Grenade, and Aftermath. - Transfusion at Level 26. Kills with Storm Fist immediately trigger health regeneration. Stat Modifier, Tier 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Titan Codex IV at Level 12. +2 Armor/Recovery, +1 Agility - Titan Codex V at Level 16. +5 Recovery - Titan Codex VI at Level 27. +4 Agility, +1 Armor Ability Modifier, Tier 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Unstoppable at Level 13. You are harder to kill while using Fist of Havoc. +1 Armor. - Shoulder Charge at Level 17. After sprinting for a short time, press Melee to unleash a devastating melee attack. - Juggernaut at Level 28. After sprinting for a short time, you gain a protective shield. Defender ¯¯¯¯¯¯¯¯ Grenades ¯¯¯¯¯¯¯¯ - Magnetic Grenade at Level 2. A grenade that attaches to enemies and explodes twice. - Spike Grenade at Level 7. A grenade that attaches to any surface and emits a torrent of damaging Void Light. - Suppressor Grenade at Level 18. An explosive grenade that prevents enemies from using abilities for a short time. Jumping ¯¯¯¯¯¯¯ - Lift at Level 3. Jump and then press Jump again while in the air to activate Lift. - Increased Height at Level 8. Upgrades Lift to carry you higher. - Increased Control at Level 19. Upgrades Lift for better directional control while in the air. +1 Agility. - Catapult at Level 23. Upgrades Lift to provide a strong initial burst of momentum. Super ¯¯¯¯¯ - Ward of Dawn at Level 4. Shape Void Light into an indestructible shield to protect you and your allies from harm. Four-minute recharge. - Armor of Light at Level 9. While inside Ward of Dawn, you and your allies gain significant damage resistance. - Blessing of Light at Level 20. Passing through Ward of Dawn grants you and your allies a temporary shield. - Weapons of Light at Level 24. Passing through Ward of Dawn grants you and your allies a temporary increase to weapon damage. Melee ¯¯¯¯¯ - Disintegrate at Level 5. Killing an enemy with this powerful melee attack creates a Force Barrier around you that absorbs incoming damage. - War Machine at Level 10. While Force Barrier is active, all your weapons reload and ready blindingly fast. - Gift of Light at Level 21. While Force Barrier is active, all your melee kills create Orbs of Light. - Unbreakable at level 25. Force Barrier continually recharges. Stat Modifier, Tier 1 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Titan Codex I at Level 6. +2 Armor/Recovery - Titan Codex II at Level 14. +2 Armor/Agility - Titan Codex III at Level 22. +2 Agility/Recovery Ability Modifier, Tier 1 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Bastion at Level 11. Increases the duration of Ward of Dawn. +2 Armor. - Relentless at Level 15. Increases the strength and duration of Force Barrier. - Gift of the Void at Level 26. As Ward of Dawn takes damage from enemy fire, it creates additional Orbs of Light. Stat Modifier, Tier 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Titan Codex IV at Level 12. +2 Armor/Recovery, +1 Agility - Titan Codex V at Level 16. +5 Recovery - Titan Codex VI at Level 27. +4 Agility, +1 Armor Ability Modifier, Tier 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Untouchable at Level 13. Reduces the cooldown time of Ward of Dawn. +1 Armor. - Iron Harvest at Level 17. Heavy weapon kills have a chance to create Orbs of Light for your allies. - Illuminated at Level 28. Increases the benefits granted by Blessing of Light and Weapons of Light. ___________________________ ________________________//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\\________________________ ________________________ The Tower ________________________ \\_________________________// [0300] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The Tower ¯¯¯¯¯¯¯¯¯ This the last bastion, the only city remaining amidst the Darkness. Here, Guardians from all over gather to support the Vanguard in an effort to turn back the Darkness. In the opening location, called the Tower Watch, you'll be able to see Special Orders off the left. On the same building, but to the front, is the Postmaster. Off to the right is the Cryptarch and in the upper right corner is the Gunsmith. The Bounty Board is just up the short steps and you can access the Hall of Guardians by going under the staircase, Tower Hangar is to the right, and Tower North to the left. In the Hall of Guardians you will find the Crucible Quartermasters. North of them are the Vanguard Mentors. The Tower Hangar has the Vanguard Quartermaster, the Shipwright, and two Factions: Dead Orbit and Future War Cult. At Tower North you'll find the Outfitter, the Speaker, and the third faction: New Monarchy. Xur, Agent of the Nine - This vendor appears from Friday until Sunday, just a brief 48 hour period, every week. He sells Exotic Weapons, Exotic Armor, and consumables in exchange for Strange Coins and Motes of Light. He is in a corner next to the Crucible Quartermaster or can appear in Tower North. Sep 12-14 Items: No Backup Plans, Mask of the Third Man, Sunbreakers, Red Death, Exotic Engram (Chest) Location: Crucible Quartermaster Sep 19-21 Items: Helm of Inmost Light, Lucky Raspberry, Sunbreakers, Gjallarhorn, Exotic Engram (Chest) Location: Tower North Sep 26-28 Items: Crest of Alpha Lupi (Titan), Knucklehead Radar, Apotheosis Veil Suros Regime, Exotic Engram (Head) Location: Beneath the Future War Cult Advisor Tower Watch ¯¯¯¯¯¯¯¯¯¯¯ Gunsmith - Banshee-44 sells weapons, sometimes Rare quality. The best stuff that he sells includes the ammo synthesis items that replenish ammo for specific weapon types. Postmaster - Kadi 55-30 is the Postmaster. This robot will deliver messages to include leads on Bounties, returning loot that falls of ledges during missions, and other various items such as Emblems from promotional codes. Cryptarch - Master Rahool is the Cryptarch. He is an Awoken that decodes engrams for Guardians. He also exchanges artifacts for Glimmer, usually 200. The engrams can be decoded into various weapons/armor but there is also a chance that they will decoded into Mote of Light or Strange Coins. The higher your Cryptarch Reputation the higher chance of receiving a better decode. After ranking up enough, each further level will send a Legendary Package to the Postmaster that includes engrams, Motes of Light, Glimmer, and/or other various items. Special Orders - Tess Everis is an Awoken that deals in special items. Here you can find most of the promotional code items, both Shaders and Emblems. Bounty Tracker - Xander 99-40 is the Bounty Tracker, a robot that will post Bounty Missions for Guardians to complete. Each Bounty returns a specific amount of Experience and Reputation for either the Vanguard or Crucible. Complete enough Bounties for Xander 99-40 and it may post an Exotic Bounty for you. Hall of Guardians ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Crucible Quartermaster - Arcite 99-40 will sell vehicles for use in the Crucible. It also takes resources found in the field, 50 at a time, in return for Glimmer and Crucible Marks. In addition, you can find numerous weapons for sale. Crucible Handler - Lord Shaxx is a veteran who sells Legendary Armor in exchange for Crucible Marks. Hunter Vanguard - Cayde-6 is the Vanguard for all Hunter Guardians. He sells armor for Hunters, Emblems, and Vanguard Armor. Titan Vanguard - Commander Zavala is the Vanguard for all Titan Guardians. He sells armor for Titans, Emblems, and Vanguard Armor. Warlock Vanguard - Ikora Rey is the Vanguard for all Warlock Guardians. She sells armor for Warlocks, Emblems, and Vanguard Armor. Tower Hangar ¯¯¯¯¯¯¯¯¯¯¯¯ Shipwright - Amanda Holiday sells Spaceships and Vehicles in exchange for Glimmer. Vanguard Quartermaster - Roni 55-30 will trade Legendary Weapons and Armor for Vanguard Marks. You can also purchase some Rare Sparrows or do a resource exchange for some Glimmer and Vanguard Marks. Dead Orbit - Arach Jalaal heads the Dead Orbit faction at the Tower. He is an Awoken that sells Armor, Weapons, and Emblems for Dead Orbit. You'll need to don their cloak to earn Reputation for them. Future War Cult - Lakshmi-2 is the head of the Future War Cult in the Tower. An Exo, she sells Armor, Weapons, and Emblems for the Future War Cult. Like the Dead Orbit faction, you'll need to purchase and don their cloak to earn Reputation. Tower North ¯¯¯¯¯¯¯¯¯¯¯ Guardian Outfitter - Eva Levante is a character that sells Emblems and Shaders for Guardians to customize their look. Voice of the Traveler - The Speaker is the representative of the Traveler and guides the Guardians against the Darkness. In exchange for Motes of Light, the Speaker sells Legendary Armor and Emblems. New Monarchy - Executor Hideo is a human that heads the New Monarchy. Like the other factions he will sell Armor, Weapons, and Emblems for New Monarchy. You must wear their cloak to earn Reputation with them. Factions ¯¯¯¯¯¯¯¯ There are three Factions in the Tower outside of the Vanguard and Crucible. When you do Bounties, complete missions on Patrol, and complete Strikes you'll earn Reputation towards the Vanguard. Crucible Bounties and fighting in the Crucible will earn you Reputation for the Crucible. Reaching higher Ranks for these Factions will allow you to purchase new Armor/Weapons from them using Vanguard Marks or Crucible Marks. Joining a new faction is complete optional, but there are benefits. In particular, the biggest benefit is having gear with specific Stat Bonuses. The gear you may purchase from the Vanguard and Crucible has random bonuses, but each Faction has a specific set. Dead Orbit always has Discipline/Strength equipment, the Future War Cult always has Intellect/Discipline equipment, and the New Monarchy always has Strength/Intellect equipment. These bonuses allow you to purchase high quality Legendary Armor to fight your play style. If you prefer to use your Melee Modifier and Grenades then sign up with Dead Orbit. Grenades and Super Abilities are your specialty, join the Future War Cult. Or do you prefer your Super Ability and Melee Modifier, New Monarchy is for you. Increasing Reputation with these factions is quite simple. Spend 2500 Glimmer to purchase a cloak and wear it. Any time you would normally acquire Crucible or Vanguard Reputation while wearing the cloak, you'll receive Reputation for your faction of choice. In addition, you will not receive the Vanguard or Crucible Reputation that you normally would have. Reputation, Marks, Motes of Light, Strange Coins ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ To earn Reputation for the Vanguard you'll need to complete Bounties, Strikes, or Patrol Missions. Bounties are simple enough, speak with the Bounty Tracker in the Tower and pick up a Vanguard Bounty. Head to the location of the Bounty and complete it for some Reputation and an Experience Bonus. You are limited to how many of these you can do though, so doing Patrol Missions will be your next fastest way to get Reputation as each one gives 10 or 25 Reputation depending on which one you do. Head to any planet on Patrol Mode and simply trigger a beacon to get a mission. Note that wearing a cloak for a secondary Faction will net Reputation for them and not for the Vanguard. Reputation in the Crucible is simple, grab the Bounties and start playing your favorite style of Player vs. Player. Upon completion you'll receive some Reputation and perhaps have completed some of the Bounties involved with fighting other Guardians. Again, wearing a cloak for a secondary Faction will net Reputation for them and not for the Crucible. Vanguard Marks and Crucible Marks are acquired once you achieve Level 18. At this point you'll receive a notification and short detail about this. Each week you may obtain up to 100 Vanguard Marks and 100 Crucible Marks. Turning in resources will net 250 Glimmer, 100 Reputation, and 5 Vanguard/Crucible Marks and is a decent way to obtain them overtime. Arguably the fastest way to obtain Vanguard Marks is the Strike Playlist. You can play these at any time after Level 18. Once you reach Level 20 you'll unlock the Daily Heroic Mission and Weekly Heroic Strike. These are also great for obtaining Strange Coins and Ascendant Materials. Lastly, at level 25 and higher you gain access to a Weekly Nightfall Mission, a very difficult but rewarding challenge. Motes of Light are obtained randomly from Crucible matches, Vanguard Strikes, Loot Chests, and decoding engrams though each time you fill the experience bar at Level 20 you'll acquire a Mote of Light. Strike Playlist ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯| | | Eagle | Viper | Wolf | Tiger | |================|=======|=======|======|=======| | Level | 18 | 20 | 22 | 24 | | Vanguard Marks | 0 | 2 | 3 | 6 | | Reputation | 10 | 12 | 14 | 25 | |________________|_______|_______|______|_______| Light Level ¯¯¯¯¯¯¯¯¯¯¯ Once you reach Level 20 the experience bar won't level you up any longer, instead you'll receive a Mote of Light. To increase your level further you must equip Armor with Light. Level 20 Rare Armor will max out at +15 Light, Legendary at +27, Raid Legendary at +30, and Exotic at +30. |¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Light Level | Required Light | |=============|================| | Level 21 | 20 Light | | Level 22 | 32 Light | | Level 23 | 43 Light | | Level 24 | 54 Light | | Level 25 | 65 Light | | Level 26 | 76 Light | | Level 27 | 87 Light | | Level 28 | 98 Light | | Level 29 | 109 Light | | Level 30 | 120 Light | |_____________|________________| ___________________________ ________________________//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\\________________________ ________________________ Earth ________________________ \\_________________________// [0400] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Overview ¯¯¯¯¯¯¯¯ The Earth Missions take place in Old Russia. Most of the land is filled with crashed planes, destroyed buildings, and wrecked ships. The enemy races include the Fallen and the Hive, two factions that war against each other and oppose all Guardians. They would rather fight amongst themselves than against the Guardian though and throughout the land of Old Russia you'll find numerous battles between the Hive and the Fallen. During your ventures on Earth you'll find but one resource, Spinmetal Leaves. These metallic plants blend in with the shrubbery but are distinct for their metallic shimmer. Dead Ghost Locations ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Dead Ghost #1 - Ghost Fragment: Exo Stranger ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Location: The Breach During the initial mission you may find this Dead Ghost after the hallway with the trip mines. It is located under the walkway in a corner of the large room before you go through the large fans and reach The Divide. Dead Ghost #2 - Ghost Fragment: Cosmodrome ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Location: The Breach During Patrol Mode return to the area where you first acquired your rifle. Head down the hallway and turn left, looking up you'll notice a hole. Use a Double Jump to reach the Dead Ghost. Dead Ghost #3 - Ghost Fragment: Mysteries ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Location: The Divide As you enter the divide there is an area you pass through opens up to the rest of the zone. The two buildings are adjoined with a billboard. With some clever jumping you can climb atop the left building and find the Dead Ghost on the back end of the billboard. If you cannot make the jump, come back when you have Double Jump during Patrol Mode. Dead Ghost #4 - Ghost Fragment: Earth ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Location: The Divide To reach Dock 13 you need to go left from the entrance of the Divide, but the Dead Ghost is off to the far right. There is an abnormally large pipe where you can find it lying on the ground. Dead Ghost #5 - Ghost Fragment: Darkness ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Location: The Steppes From the landing zone there is a large shed where you can navigate down to collect a map during the Restoration Mission, the shed next to it has the Dead Ghost inside. Dead Ghost #6 - Ghost Fragment: Fallen ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Location: The Steppes When heading to the Mothyards you'll find a large open duct. If you follow it to the end you'll find the Dead Ghost amidst the grass. Dead Ghost #7 - Ghost Fragment: The Dark Age ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Location: Mothyards From the entrance via the Steppes head off to the right side towards the Lunar Complex. There is the wing of a plane buried in the ground but it's angled up towards a cave. Inside is a Level 7 Captain that guards the Dead Ghost. Dead Ghost #8 - Ghost Fragment: Cosmodrome 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Location: Mothyards At the transition point to the Forgotten Shore is a snowy path. Follow it up to a small cave entrance where you'll be able to find the Dead Ghost hidden within a pile of rocks. Dead Ghost #9 - Ghost Fragment: Darkness 3 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Location: Lunar Complex Inside the room where you encounter the Hive for the first time are numerous
storage containers and structures. Shift to the right side and get to a higher
point to spot the Dead Ghsot atop a storage structure.
Dead Ghost #10 - Ghost Fragment: The Traveler 3
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Location: Sky Watch
If you venture over to the area where there is a rusted out helicopter and go
towards the ledge at the edge of the zone. Drop down and clear out the Fallen
so you can safely enter the room where the Dead Ghost may be found.
Dead Ghost #11 - Ghost Fragment: Jupiter
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Location: Terrestrial Complex
Enter the complex from the Forgotten Shores and the Dead Ghost is shining amidst
the open lockers. This one is hard to miss on your first go around.
Dead Ghost #12 - Ghost Fragment: Abilities
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Location: Forgotten Shore
During the Warmind Mission you have to find two signals, one of them is on a
wrecked ship. Next to this ship is a smaller one with a cabin entrance, inside
is the Dead Ghost.
Dead Ghost #13 - Ghost Fragment: Legends 2
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Location: Bunker RAS-2
Enter the RAS-2 building and go down the stairs. This should be under the stairs
but it possibly glitched/bugged.
Dead Ghost #14 - Ghost Fragment: Human
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Location: The Grottos
Travel alongside the coastline of the Forgotten Shores and you'll encounter some
Dregs. Continue this path to find a large sewage pipe with a Dead Ghost to the
left of it.
Dead Ghost #15 - Ghost Fragment: Hunter
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Location: Rocketyard
Visit this area from The Divide and leap to a rooftop near a hollow crate. There
are plenty of Dregs and Servitor near the crate. On this rooftop you'll find the
Dead Ghost.
Dead Ghost #16 - Ghost Fragment: The Last Word 2
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Location: Refinery
In this area you'll need to move to where you encounter the Fallen and Hive
during the Devils' Lair Strike Mission. In the room beneath the Russian Company
Logo is a table with the Dead Ghost atop it.
Dead Ghost #17 - Ghost Fragment: Fallen 2
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Location: The Blast
In the area where you fight the Devil Walker in the Devils' Lair Strike Mission
you'll be able to exit via the stairs. Follow them up and you'll spot the Dead
Ghost atop the table.
Dead Ghost #18 - Ghost Fragment: The City Age
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Location: The Tower - Tower Plaza
From the spawn point go left past the Postmaster and use the steps. Atop the
crates you can reach the Dead Ghost.
Dead Ghost #19 - Ghost Fragment: Warlock
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Location: The Tower - Tower North
Head over to the Speaker in Tower North and go up the steps on the left side.
On the small round table is a Dead Ghost.
Dead Ghost #20 - Ghost Fragment: The Last Word
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Location: The Tower - Hall of Guardians
In the area where your Vanguard Mentor is located take a quick right as you
enter to spot the Dead Ghost lying on the table amidst other things.
Dead Ghost #21 - Ghost Fragment: The City Age 2
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Location: The Tower - Traveller's Walk
During the Iron Banner Event you'll be able to access Traveller's Walk and find
this Dead Ghost on the railing.
Gold Loot Chest Locations
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Gold Loot Chest #1
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Location: The Steppes
Enter the building that leads to Dock 13. In the next room you'll find the
Gold Loot Chest on a desk in plain view.
Gold Loot Chest #2
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Location: Lunar Complex
In the final room where you fight the Hive Wizard you can leap atop the
containers to reach a platform on the back left near a fence. In the corner
against the fence is the Gold Loot Chest.
Gold Loot Chest #3
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Location: Mothyards
In the crevass that leads from the Mothyards to the Forgotten Shores are weak
streams flowing off the cliffs above. As you make the second turn one of these
streams covers a cave where you'll find the Gold Loot Chest.
Gold Loot Chest #4
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Location: Forgotten Shores
At the base of the cliff of the Forgotten Shore, below the Terrestrial Complex,
is a Gold Loot Chest that sits next to the water.
Gold Loot Chest #5
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Location: The Devils' Lair
Inside the Devils' Lair you can search underneath the platform on the right to
find the Gold Loot Chest. It is easier to collect after you defeat Sepkis Prime.
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
> A Guardian Rises <
/________________________________________________________\
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0401]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Cosmodrome - Old Russia, Earth
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After choosing your class and designing your character there will be an
opening scene where you'll meet your personal Ghost. You are unarmed and are
currently being pursued so you'll need to follow your Ghosts lead and trust it.
Take off towards your objective, the great wall in the distance. You'll notice
piles of cars below so be sure to stay up top and to the left. Enter the
building and your Ghost will illuminate the area. While you can see, now so can
the Fallen and they are aware of your presence.
The Breach
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The gate to your right should open up shortly, burst through and collect the
rifle so you can defend yourself. Ahead you'll fight your first Fallen, Dregs --
enemies with a short stature that fire rifles and can use knives up close -- and
Vandals, enemies that can fire pulses and often hang back (they also have more
health than Dregs). The Dregs and Vandals can both be shot in the head for
critical damage, though it's better to focus on the Vandals and let the Dregs
come to you or rush them and use melee.
Across the walkway you'll find a [LOOT CHEST]; there are many like it but this
one is your own, and others will be scattered throughout the area randomly.
Inside is a Special Weapon that you can switch to that uses Special Ammo. In
regards to Ammo, the white boxes that enemies may drop is for your Primary
and the green boxes are for Special Ammo. Turn the corner and you'll encounter
trip mines outlined with lasers. Crouch and strafe through the area, firing at
the Fallen as they come down the hall.
The Divide
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Head outside through the spinning fans once you've cleared out the Fallen. The
area out here is fairly open but there is also lots of places to hide. This is
good and bad because a bunch of Fallen are about to unload from a dropship in
the distance. Use the cover to pick off the Vandals and rush the Dregs so you
can melee them. Your objective is to make it to the far left of the area but
feel free to search around.
You should be closing in on Level 2 around this time. When you level up head
to the Character Screen and upgrade the Level 2 ability to gain access to your
grenade. Clear out a few more Fallen in the small rooms and you'll come across
the boss of this area.
Rahn, Devil Captain
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The area you fight in has pillars to duck behind so take out a few of the
lesser Fallen then reload. Pop out with a grenade to lower Rahn's shield then
unleash bursts at his head to stagger him and cause him to warp around. As the
first boss there isn't too much of a challenge, just duck and cover to regen
if you take too much damage. After you clear all the enemies out you'll be sent
into orbit.
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
.-----------> Restoration <-----------.
| /________________________________________________________\ |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0402]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
| |
| Location: Old Russia, Earth Fireteam: 1-3 Players |
| Level Requirement: 2 Rewards: XP +1800 |
| XP +2200 (Heroic) |
| |
'------------------------------------------------------------------------------'
The Steppes
¯¯¯¯¯¯¯¯¯¯¯
This mission starts you off in a large open area where you'll find numerous
cliffs, valleys, sheds, bunkers, and of course Fallen waiting to kill you. The
middle sections here are in the Public Area where you may battle alongside some
other Guardians. Enemies here respawn over time so you can come back throughout
your travels in this mission. Head past the large shed and to the crashed ship
where your Ghost will inspect it.
From here head into the large shed you passed earlier and clear out the
Fallen. It's easiest if you toss a grenade in to flush them out. Take the steps
down where you'll encounter a few more Fallen and a map that your Ghost will
scan. This will be the overhead map where you choose your missions. Climb back
up and watch out for any Fallen that may have entered the shed. Return to where
you landed and enter the large installation via the stairs up the side. As you
enter you'll find the first [GOLD LOOT CHEST] sitting on the table to your left.
Dock 13 - Darkness Zone
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A Darkness Zone is a private area where only you and your Fire Team will be
fighting the hordes of enemies that lie ahead. If you die then you will start
back outside the area and must progress back through it. This first area isn't
too tough and you should be able to reach the boss fairly quickly.
Riksis, Devil Archon
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There are a lot of Fallen in the final room. Use the pillars as cover so you
can pick them off, but save your grenade. Riksis, the Devil Archon will emerge
from a hole in the wall once you've defeated all the Fallen and he's a bit more
challenging than the previous boss. His critical spot is his head but he won't
flinch unless it's a shot from a Special Weapon. Use your grenade to take out
the Vandals that will join the fray and keep unloading on Riksis. With the Warp
Drive secured the mission will come to a close.
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
.-----------> The Dark Within <-----------.
| /________________________________________________________\ |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0403]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
| |
| Location: Old Russia, Earth Fireteam: 1-3 Players |
| Level Requirement: 3 Rewards: XP +1800 |
| XP +2200 (Heroic) |
| |
'------------------------------------------------------------------------------'
The Steppes
¯¯¯¯¯¯¯¯¯¯¯
You return once again to The Steppes but your path is a bit different. Veer
off towards the Mothyards instead of through the open area, use your Objective
Indicator as a guideline. There are Loot Chests and Fallen that will replenish
though so it is potentially worth a quick detour or a scenic trip.
The Mothyards
¯¯¯¯¯¯¯¯¯¯¯¯¯
Like a rundown shipyard, the Mothyards is home to ruins of aircraft. These
places are great for cover and finding Loot Chests, though likely guarded with
a swarm of Fallen. There is a chance for a Public Event where waves of enemies
will appear, you can help fend them off for a reward. On the way to the Lunar
Complex you can head to the left side and often find Loot Chests along the cliff
so travel that way before ascending. The Lunar Complex is large and is usually
guarded by a Vandal Captain. Take his shields down with a well thrown grenade
then you can rush him for the kill.
Lunar Complex - Darkness Zone
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
As you enter your Ghost will unlock a sealed gate. As you enter the pitch
black room you'll encounter The Hive. Thralls don't use guns and instead will
rush for heavy melee damage. Backpedal and aim for the legs to slow them down
then fire a well place headshot. Likewise, if it's just one Thrall you can
melee it for a one-hit kill. You can use a grenade at the choke point, an
intersection where the Thralls rush, to deal a lot of damage and potential save
some ammunition.
Gotra, The Hive Wizard
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
As you head up the stairs you'll find The Wizard and he isn't happy to see
you. Gotra floats amidst the Hive casting a cloud of darkness that will heal
the Hive and damage the Guardian. Use the crates as shelter so you can pick off
the Thralls then lob a grenade to weaken Gotra. Use a Super Ability at this
point and finish off Gotra with some headshots. Defeating Gotra will dismiss
any living Hive and allow you to collect the Warping Claws. Return this item
to your Vanguard for a piece of armor.
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
.-----------> The Warmind <-----------.
| /________________________________________________________\ |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0404]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
| |
| Location: Old Russia, Earth Fireteam: 1-3 Players |
| Level Requirement: 4 Rewards: XP +1800 |
| XP +2200 (Heroic) |
| |
'------------------------------------------------------------------------------'
The Mothyards
¯¯¯¯¯¯¯¯¯¯¯¯¯
Head back to the Mothyards and turn left to spot a shed amidst the rubble and
wrecked aircraft. Your Ghost can be deployed to unlock a Sparrow, a new form of
travel. Summon your Ghost and then the Summon Vehicle button to begin riding
your new toy. Avoid the Lunar Complex and instead turn right to enter a canyon
that leads to The Forgotten Shore.
The Forgotten Shore
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There are plenty of beaten up airships and boats in this forgotten area. The
objective is to locate two signals and amplify them. The first signal is on a
pole in the middle of a large ship. You'll encounter a Vandal Captain so take
it out before using your Ghost to get the next signal. At the far north you'll
find numerous Fallen guarding a large ruined structure where the next signal
seems to be. Hop on the Sparrow and ride up the road to the large satellite
complex.
Terrestrial Complex - Darkness Zone
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
As you reach the complex enter via the rear entrance where you'll encounter a
large battle. Fallen litter this complex and a Captain provides a challenge at
the start, use a grenade to break his shields.
Your new objective is to resist the Fallen and there will be a few waves. The
Fallen are tapping into a computer on the left platform, you'll need to use
the pillars and equipment around the room as cover so you can eliminate the
Dregs, Stealth Vandal, and a Captain. Deploy your Ghost at the computer, it then
cues you in for the next wave by saying, "This may take some time." A larger
wave will appear at the other side of the room. Vandals and Dregs will fight up
close while Captains fight from behind. Using a Heavy Weapon to take out the
Captains isn't a bad idea at this point, using your Special to rapidly clear
some of the Dregs that rush you is useful as well.
With the wave completed you'll be forced to fight some Servitors, a new enemy
that will heal the Dregs that attack you. Fire at their "eye" to cause critical
damage and take them out quickly. They enter in from near the terminal so you'll
need to shift your position a little bit if you had been stationed near your
Ghost during the first wave. Destroy the terminal and the mission will be
completed.
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
.-----------> The Last Array <-----------.
| /________________________________________________________\ |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0405]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
| |
| Location: Old Russia, Earth Fireteam: 1-3 Players |
| Level Requirement: 5 Rewards: XP +1800 |
| Heroic Modifier: 7 XP +2200 (Heroic) |
| Heavy Weapon Upgrade |
'------------------------------------------------------------------------------'
The Lunar Complex
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Head into the Lunar Complex and follow the path upstairs, but instead of a
frenzied attack the room is dark and quiet. As you reach the top you'll find
Hive Acolytes battling the Fallen, let them weaken each other then swoop in to
eliminate both sides for the most experience gain. The second room is filled
with Dregs, Vandals, and a Captain. Once you clear them out you'll have a clear
shot through the corridor where your outside at the Skywatch.
Skywatch
¯¯¯¯¯¯¯¯
This is a fairly large open area and it's Public so you can team up with other
players to clear the harder encounters. The Fallen and Hive continue to battle
it out here, but you want to make your way to the Terrestrial Complex at the far
end of the Skywatch.
Terrestrial Complex - Darkness Zone
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Once you enter this area you'll be in a Darkness Zone. There are a few Dregs
and Vandals in the building. When you reach the final room before heading back
outside you'll want to hold up and pick off the Fallen to avoid being caught in
the open and under fire. There is also a Captain that you need to defeat but it
shouldn't be hard to defeat him once the other Fallen are downed. Turn the
corner to reach the Control Station, just be on the lookout for Stealth Vandals
that will attack you as you move around the perimeter. Head inside once you
kill the Captain and deploy your Ghost at the computer.
The first wave brings a Hive ship that shoot darkness balls from the turrets
and they deal some decent damage. Take cover behind the computers and wait as
the Thrall rush your position. A melee attack and a close combat weapon like a
shotgun is perfect for this situation. Once the Thrall have been defeated you
can peek out to defeat the Wizard. The second wave brings more Thrall but also
Acolytes and a Cleaver Knight. Like the previous wave, focus on the Thrall as
they will attack aggressively then defeat the Acolytes. The Cleaver Knight
should be left for last because it has the ability to heal with a wall of dark
energy.
The third and final wave is similar to the last one, bringing Thrall, even
more Acolytes, and a Hallowed Knight. You need to avoid the Hallowed Knight and
defeat the enemies in order once again to lessen your chances of being defeated
from simply being overwhelmed. Once the Thrall are defeated you'll likely need
to be on the run a little bit as you deal with the Acolytes. Since this is the
last wave don't be stingy with your Special and grenades, do whatever you need
to do so you can secure the computer. With the mission complete, head to the
Gunsmith at The Tower to receive your choice of Heavy Weapon.
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
.-----------> The Devils' Lair <-----------.
| /________________________________________________________\ |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0406]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
| |
| Location: Old Russia, Earth Fireteam: 1-3 Players |
| Level Requirement: 8 Rewards: XP +2200 |
| Armor Upgrade |
'------------------------------------------------------------------------------'
Rocketyard
¯¯¯¯¯¯¯¯¯¯
This is the first Strike Mission and it starts in the Rocketyard. Fight
through the Hive Acolytes and Knights that are scattered around this Public Area
so you can reach the building at the far end. You'll enter the Refinery when you
get the other end.
Refinery
¯¯¯¯¯¯¯¯
Navigate the halls where you'll find the Hive and Fallen battling it out once
more. You should be able to surprise them from behind and keep your Fire Team
together. Once you've taken back the Refinery you'll need to deploy your Ghost
at the console to remove the barrier. This will take it some time so of course
there will be waves of enemies racing towards you. There are several openings
so a back to back approach is often best to cover all the angles. Use the Radar
to react to more furious attacks and perch atop a cargo container if you can
snipe well enough, making sure to counter the Fallen snipers. After the third
layer has been deactivated the waves will halt and allow you to collect any
loot that has fallen and grant access to the opening on the right side.
The Blast
¯¯¯¯¯¯¯¯¯
The entrance to The Devils' Lair is across the zone and there is a large
building along the way. There are Captains, Vandals, Dregs, and Shanks all along
the pathway to The Devils' Lair. You'll want to start clearing them out as soon
as you arrive because the Devil Walker will be arriving shortly and you don't
want to be fighting anything else.
Devil Walker
¯¯¯¯¯¯¯¯¯¯¯¯
This is a much different battle then any other that you've encountered thus
far. The Devil Walker has an array of attacks and can be defeated multiple ways.
The first attack is the Cannon Blast, it uses this attack often and is easy to
avoid because of the long charge up before firing indicated by the red laser.
The area of effect is pretty large so you still need to move and take cover.
Devil Walker also has a Chaingun at the front of its head and will follow up
with it after a Cannon Blast. Take cover behind a wall or you'll take heavy
sustained damage.
The Laser Array is like the Cannon Blast and is indicated by blue sparks on
the left weapon. It takes a second to charge up so take cover and get out of the
way. If you get too close to the Devil Walker it will melee you back. Shock
Grenades are released from the side of the Devil Walker and the grenades will
bounce around seeking out a target. When the hatch is opened you'll want to get
a few shots in to disable it.
For all the attacks that the Devil Walker has, a good Fire Team should be able
to take it down if you are able to clear the Fallen quickly before it arrives.
Use the first building in the zone for cover and as a vantage point. With a team
you'll want to spread out though, so the entrance and debris off to the left and
right are also recommended, though the first large building is the safest if
you are alone. The trick to the battle is focusing on a single leg, one of two
weak points on the Devil Walker. With enough damage, a leg will go down and
cause the Devil Walker to collapse and expose it's neck, the second weak point.
When the tank collapses and exposes it's next is when you'll want to use your
Special and Grenades, Heavy Weapons are useful as well. You likely cannot kill
the tank in one go around so switch to another leg and force the Devil Walker
back down to expose the neck once more. When all six legs are taken down you'll
defeat this mighty foe, but it can be done quicker if you hit the neck.
The Devils' Lair
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
With the Devil Walker defeated you'll be able to tear through some Dregs and
Vandals en route to the Devils' Lair. Here you are met with the boss of this
mission, Sepiks Prime. You'll need to clear the area of Fallen first, it's not
hard to use the debris as cover to pick them off. Once cleared out, Sepiks Prime
becomes vulnerable.
Sepiks Prime
¯¯¯¯¯¯¯¯¯¯¯¯
The boss has one main attack, an Eye Blast that fires a dark explosive
projectile that is highly accurate. The attack is not slow, you'll need to
react quickly to avoid it. Outside of this attack, Sepiks Prime will knock you
back if you get too close. The difficulty of the battle comes from the other
Fallen that join the fray and that Sepiks Prime will teleport around a lot. Be
on alert for the drop ship because it will also fire at you if you're not behind
cover. Use Specials and Grenades that target this large Servitor's "eye" after
it has warped to deal the most damage.
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
> Patrol the Cosmodrome <
/________________________________________________________\
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0407]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Patrol Missions
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
When you are in the Patrol Mode you can travel among the world without need
to complete anything, it's an exploration mode for all intents and purposes.
You will find Spinmetal lying around, hordes of Fallen and Hive, and curious
Beacons around Old Russia. If you approach a Beacon, which can be located with
Nav Mode, you can start a mission.
Public Events
¯¯¯¯¯¯¯¯¯¯¯¯¯
There are a few Public Events around Old Russia. You'll receive a notification
from your Ghost and it will appear on the HUD normally displaying: "Event
Incoming (Optional)" Because it's a Public Event anyone can join in so just
head over to the objective and do as well as you can!
Defeat the Warsat
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Locations: Mothyards, Forgotten Shore, Skywatch
When a Warsat lands there will be a flash of light and a timer beings to count
down from one minute. A Guardian must deploy their Ghost and the event will
begin. A circle appears around the satellite and the more Guardians that stand
inside of it the fast the meter counting to 100 will fill. Enemies will begin
dropping in to take the Warsat for their own, so you'll need to defend this
location from the Fallen and Hive.
Eliminate the Target
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Locations: Mothyards, Forgotten Shore, Rocketyard
A particular target with increased Vitality will be making its way to a
destination. Your objective is to take it down before it reaches the fifth and
final checkpoint.
Defeat Extraction Crews
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Locations: The Steppes, Mothyards, Forgotten Shore
Fallen drop into the area in an attempt to extract Glimmer. You are tasked
with clearing the drill site by defeating the Fallen. Once a crew is defeated
another will emerge elsewhere in the zone so you'll need to hasten over to it.
Defeating three crews and saving three drill sites will earn Gold Tier.
Destroy Fallen Walker
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: The Divide
In the Divide a Fallen drop ship will leave a Devil Walker in this Public
Area. Employ tactics used in the Devils' Lair Strike Mission to defeat the
Devil Walker before the timer reaches zero -- you have 5 minutes.
___________________________
________________________//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\\________________________
________________________ Moon ________________________
\\_________________________// [0500]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Overview
¯¯¯¯¯¯¯¯
The Moon is a different style area than Earth for obvious reasons. It lacks
ruins that you find in Old Russia but features developments foreign to it. The
Fallen and Hive are still very prominent in this area, the Hive dug deep into
the Moon's core to forge a stronghold here. In addition to the enemies and
change of scenery is a new resource, Helium Filaments.
Dead Ghost Locations
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Dead Ghost #1 - Ghost Fragment: Hive
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Archer's Line
From the spawn of the first mission go up the hill. There is a large pipe with
two white stripes and a yellow stripe. Leap atop the structure at this point to
find the Dead Ghost to the left underneath the accelerator..
Dead Ghost #2 - Ghost Fragment: Moon
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Archer's Line
During the World's Grave Story Mission you'll go through a building atop the
hill. If you go past the yellow barriers you'll be able to see the Dead Ghost
at the bottom of the crevass.
Dead Ghost #3 - Ghost Fragment: The Ocean of Storms
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Anchor of Light
Look for the main building with a large satellite dish. Climb up the girders to
find the Dead Ghost on the support beam.
Dead Ghost #4 - Ghost Fragment: Dead Orbit
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Hall of Wisdom
Head through the Hall of Wisdom and as you pass the large room with a glowing
chandelier you'll be able to locate the Dead Ghost. Look on the ledge near the
abyss to the left before the Wizard and Shrieker.
Dead Ghost #5 - Ghost Fragment: Saturn
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Circle of Bones
From the entrance, follow the right hand side down a hallway where two Knight
Majors are located. When you reach the "U-Shaped" window leap to the ledge. From
here you can Double Jump behind the area. Follow the railing to the Dead Ghost.
Dead Ghost #6 - Ghost Fragment: Darkness 2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Hellmouth
Enter this area from the Anchor of Light. On the right hand side is a small
camp, go down there and into the first building to find the Dead Ghost.
Dead Ghost #7 - Ghost Fragment: Mercury
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: The Gatehouse
Turn left as you enter this zone and go up the ledge to find the Dead Ghost.
Dead Ghost #8 - Ghost Fragment: The Traveler
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Shrine of Oryx
Along the way to the final area is a cylinder where a vast quantity of enemies
emerge. In this room you can see structures that are shaped liked ribs. Navigate
the right hand side and look for the Dead Ghost on top of piles of garbage.
Dead Ghost #9 - Ghost Fragment: Warlock 2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Temple of Crota
You must be on the level "Chamber of Night" to get this Dead Ghost. Descend into
the temple until you reach a very large structure. The waypoint will move to a
set of stairs at this point. Descend to the next room and look up high to spot
a small platform. Cross the room and leap around the environment to reach the
platform with the Dead Ghost. Use the rock formations on the pillar to ascend.
Gold Loot Chest Locations
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Gold Loot Chest #1
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Hellmouth
As you head towards Hellmouth from Archer's Line there is a large formation of
rocks off to the left. Head to the backside of it to spot the Gold Loot Chest.
Gold Loot Chest #2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Hall of Wisdom
During The World's Grave Mission, enter the Hall of Wisdom. At the bottom of the
spiral path is a pool of water, follow it's stream to a hidden area with the
Gold Loot Chest.
Gold Loot Chest #3
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Hive Library
In the final chamber of the Hive Library leap into the water. At the bottom edge
of the pool is a library mechanism, the Gold Loot Chest is near it. This is also
the same area where you fight the enemy rush at the end of the mission.
Gold Loot Chest #4
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Temple of Crota
Head to the bottom-most area of the temple and exit to the right. Follow the
path across a bridge then look down off the right side to find the Gold Loot
Chest below.
Gold Loot Chest #5
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: The Summoning Pits
When you reach the end of The Summoning Pits Strike Mission and face Phogoth
return to the back of the area and check the platform here for the Gold Loot
Chest.
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
.-----------> The Dark Beyond <-----------.
| /________________________________________________________\ |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0501]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
| |
| Location: Ocean of Storms, Moon Fireteam: 1-3 Players |
| Level Requirement: 6 Rewards: XP +2000 |
| Heroic Modifier: 9 XP +2400 (Heroic) |
| Special Weapon Upgrade |
'------------------------------------------------------------------------------'
Archer's Line
¯¯¯¯¯¯¯¯¯¯¯¯¯
You start off at the bottom of a hill in Archer's Line. Head over to the
accelerator and enter the left building. There is a terminal in the back of the
room, deploy your Ghost to hack in and find information on the Guardian. Once
the scene is over you'll be dealt a bad hand, Fallen have entered the building.
Use the pillars as cover and take out the lesser Fallen, just be careful as you
move to the doorway as Stealth Vandals lay in wake. There is a Captain off to
the right side, he drops down from the platform. It's best to take him out with
a Super Ability or Heavy Weapon.
Outside you'll encounter more Fallen, including a Captain and Servitor. Do
your best to eliminate the Servitor so that it isn't healing the other Fallen.
With the final group eliminated outside, the vehicle link is established and
you may use your Sparrow on the Moon. Take to the rooftop and wait for a Dreg
to show up on a Pike. Pick him off and hijack the vehicle, it's yours now! Head
under the accelerator to the Anchor of Light where you'll be met with some
resistance. Light up the Fallen with the shock cannons on the Pike and exchange
it for a new one before moving on. Head inside the Temple of Crota and have your
Ghost scan the computer inside.
Temple of Crota
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Before heading in you'll want to hang back near the opening and take out the
Servitor and Captain. Drop down then proceed to the bottom of the hill. There's
a large gate nearby, but also the Guardian that your Ghost can scan. Hive will
emerge from the gate and the area becomes a Darkness Zone. Thrall will charge
you as expected while the Acolytes and Knight fire from the back. Quickly
eliminate the Thrall and take cover. Pick off the Acolytes with headshots so
you can use a grenade on the Knight. This gets you in the clear for now. Enter
the temple and follow the path to the right up the steps.
Located here is a Major Wizard, a more powerful version of the Wizards you've
previously battled. The area is long and open so you can potentially whittle it
down from distance, arguably the safest way but not necessarily the fastest. A
Super Ability or Heavy Weapons is always best for higher ranked enemies and this
is no different, especially since it's the end of the mission. Revive the Dead
Ghost once the Hive has been eliminated to complete the mission and return to
the Tower. Here you can visit the Speaker to receive a Speaker's Writ, an item
that you may exchange with the Gunsmith.
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
.-----------> The World's Grave <-----------.
| /________________________________________________________\ |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0502]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
| |
| Location: Ocean of Storms, Moon Fireteam: 1-3 Players |
| Level Requirement: 7 Rewards: XP +2000 |
| Heroic Modifier: 10 XP +2400 (Heroic) |
| |
'------------------------------------------------------------------------------'
Archer's Line
¯¯¯¯¯¯¯¯¯¯¯¯¯
The objective is to enter the Hive Fortress so hop on your Sparrow and go up
the hill. At the other end of the accelerator you'll want to descend where you
are met by a large number of Fallen. Ahead you'll meet two Major Knights, use a
Super Ability and Heavy Weapons to easily down them. Enter the Hive Fortress now
and drop down to the bottom level, following the trail into the Hall of Wisdom.
Hall of Wisdom
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
As always, a warm welcome from a few Hive including Acolytes, a few Knights,
and a friendly Wizard (be sure to kill him last). A well-thrown grenade will
eliminate numerous foes at once and a long ranged weapon is great for clearing
them out, though a Heavy Weapon is preferable for the Wizard. Move into the
second tier of the hallway where a Knight and a Shrieker await your arrival.
They aren't much of a challenge but a Hive drop ship quickly swoops in to add
Thrall, Acolytes, and a Wizard to their forces.
A grenade and a Super Ability should be plenty to clean up the Thrall and
Acolytes, take out the Shrieker next. Use Heavy Weapons to defeat the Wizard
handily and remember that the Shrieker can only be damaged when it opens up to
fire. With the area secure, follow the path into the Circle of Bones.
Circle of Bones - Darkness Zone
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Your objective is to find the Knight and the Hive is in full force to stop
you from doing that. Hive drop ships sweep by, firing powerful projectiles and
unloading Acolytes, a Knight, and a Wizard. Look right as you move past the
second wave, there is a tall fence that you can leap over to reach a circular
area with the Major Knight, thus the Circle of Bones. Defeat the Acolytes and
Wizard from cover, just keep moving and firing to avoid the Knight's explosives.
At the far end of the opening here is the entrance to The World's Grave.
The World's Grave
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Hop down to the bottom floor and make your way through the cave. There are
plenty of Thrall eagerly waiting to rip you to shreds so be ready to melee
them. In the Darkness Zone you'll be attacked by more Thrall while the Acolytes
and Knight use heavier weapons from the back. Like previous encounters, use
cover to defeat the Thralls as they rush you then use the cover to get off
precision shots. The final room hasn't been alerted of your presence so use a
Sniper Rifle to headshot one of them and follow with a grenade. This should
quickly clear out a lot of the enemies, leaving the rest vulnerable.
At the far platform you'll want to fully reload and let your grenade regen
before deploying your Ghost. This action, like all previous ones, attracts a
large number of enemies. The Hive attack with three waves of enemies; Thrall,
Cursed Thrall, Acolytes, Knights, and a Wizard. Use a grenade on the Thrall,
this will allow you time to take cover without losing health or getting mauled
by the shear number of foes. Next you'll want to focus on the Knights because
the Cleaver Knights will move in and deal massive damage but the Boomer Knights
sit back and lob explosives.
A powerful Hand Cannon and Shotgun is very useful for this stage, any Heavy
Weapon is good for emergency situations as well. Save your Super Ability for
the final wave so you can defeat the Thrall and Cleaver Knights that rush you.
Take the Graven Codex to the Cryptarch after you've defeated the final enemy.
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
.-----------> The Sword of Crota <-----------.
| /________________________________________________________\ |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0503]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
| |
| Location: Ocean of Storms, Moon Fireteam: 1-3 Players |
| Level Requirement: 7 Rewards: XP +2000 |
| Heroic Modifier: 11 XP +2400 (Heroic) |
| Armor Upgrade |
'------------------------------------------------------------------------------'
Banuk, Ur Prince
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Head over to Hellmouth off the start until you come upon the Swarm Prince. He
is a Major Knight and is accompanied by Acolytes. Banuk fires the boomer often
so you'll want to take cover from him until the lesser Hive has been felled.
Use a mixture of Heavy Weapons and your Super Ability to take him down! With
the Major Knight defeated head through Hellmouth and enter the nearby Hive
compound. There are three Knights here that will lob explosive shots in your
direction but there is plenty of cover to take them down safely.
The Gatehouse - Darkness Zone
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Descend into the Gatehouse where you'll encounter Knights and Acolytes as you
move down the hall. As you reach the final room you'll be dealing with Thrall,
Cursed Thrall, Acolytes, and Wizards. Take the high ground and use a grenade
to deal with the Thrall as they rush you. Acolytes can be felled with an Assault
Rifle and the Wizard is best left to a Heavy Weapon -- take it down first if you
can. Don't let the Cursed Thrall get too close to the Sword of Crota, clear them
out and claim it as your own!
Note: The Sword of Crota is only useable by one player at a time. If you are
in a Fire Team then anyone who doesn't grab the weapon will keep the
weapons they have equipped.
This weapon is very powerful and has it's own Super Ability. R1/Right Bumper
is a quick attack and R2/Right Trigger is a heavy attack. You can combo with
three quick strikes or two quick strikes followed by a heavy. The Super Ability
is activated with both attacks and can be used during any combo to link. The
wave of enemies that comes is to let you get acclimated to the sword as only
Thrall and Acolytes enter. Afterwards Prince Merok will join the fray, a Major
Knight carrying a big sword! You'll want to use the Super Ability on this guy
then kill the lesser Hive enemies to become Super Charged once more.
The balconies are great for cover if you are taking too much damage, you can
bait a lot of enemies close enough to be slaughtered with the Sword of Crota.
Dakoor, the Yul Prince will emerge once you've defeated Merok and he brings
Acolytes with him. When you down Dakoor then Garok emerges with a mixture of
Thrall and Acolytes. Stick to quick combinations and employ a hit and run tactic
to deal with the Princes best. Turn in the Blade Shards to your Vanguard Mentor
back at the Tower to receive an Armor Upgrade.
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
.-----------> The Shrine of Oryx <-----------.
| /________________________________________________________\ |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0504]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
| |
| Location: Ocean of Storms, Moon Fireteam: 1-3 Players |
| Level Requirement: 8 Rewards: XP +2000 |
| Heroic Modifier: 12 XP +2400 (Heroic) |
| Primary Weapon Upgrade |
'------------------------------------------------------------------------------'
Hellmouth
¯¯¯¯¯¯¯¯¯
Head down towards the Gatehouse where you'll run into a large number of
Acolytes. Inside you'll find the three Knights that will rush you wish their
large swords. Backpedal from the Cleaver Knights and use powerful close range
weapons to headshot them, they won't cower like the Boomer Knights. As you reach
the Gatehouse you'll find the Fallen and Hive fighting once again, let it play
out a little bit like normal then kill everything for the most experience. There
is a Hive Wizard and Fallen Servitor however, so use a Heavy Weapon or a Sniper
Rifle to deal with them.
Ahead you'll find the Exiled Baron Frigoris. Be careful as Stealth Vandals
will attempt to sneak up on you when you start firing on the Dregs and Acolytes
in the distance. The Baron goes down like any other higher ranked enemy, a few
Heavy rounds should make quick work of him.
Shrine of Oryx
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Ahead you'll enter the Hall of Wisdom, a Darkness Zone that winds down to the
Circle of Bones. The Fallen and Hive are battling once more, just use the cover
to quietly pick off a few from each side until none remain. Half way across the
hall you'll find several Acolytes, a Knight, and a Wizard that will impede your
path towards the shrine. Once clear of them you'll break free into the a hall
that leads to your destination. Unfortunately an Ogre and some Acolytes emerge
to stop you. Have at it with a Super Ability and Heavy Weapon to down the Ogre
then move up to find waves of Thrall and a Knight just before the shrine.
You can snipe the Acolytes as you approach, it's a useful tactic. Deploy your
Ghost at the Shrine of Oryx to awaken Sardok, the Eye or Oryx Knight. This is an
Ultra Knight, he's very tough and has a lot of health. Use Super Abilities and
Heavy Weapons to deal quick damage. At 70% and 35% health, Sardok calls for
backup in the form of a Wizard and some Knights. Defeat the Wizard, you don't
want to get caught in the darkness it emits it will slow you down. Return to
the Tower and you'll eventually be able to choose a new Primary Weapon.
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
.-----------> Chamber of Night <-----------.
| /________________________________________________________\ |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0505]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
| |
| Location: Ocean of Storms, Moon Fireteam: 1-3 Players |
| Level Requirement: 8 Rewards: XP +2000 |
| Heroic Modifier: 12 XP +2400 (Heroic) |
| Primary Weapon Upgrade |
'------------------------------------------------------------------------------'
Hellmouth
¯¯¯¯¯¯¯¯¯
Follow your Ghost's lead and journey past the camps around the area to find
two cracks that provide some insight. Hop on your Sparrow and dash all the way
back to the Temple of Crota.
Temple of Crota
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Grab a long range weapon before going in because there is a Hive Ogre at the
entrance this go around. The Acolytes and Knight should be fodder compared to
the Ogre. Drop down this time, making sure to avoid the Hive drop ship. Thralls
will rush you as you descend, melee and close range weapons still prevail in
this situation. On the other side you'll find a Knight and Wizard waiting with
their minions but if you're quick enough you can hit them all with a Grenade
and Heavy Weapons for a quick clear out. As you reach the Hive Seeder turn right
into another tunnel. Defeat the Cursed Thrall first so you can get extra damage
in with the explosions, then focus on the Knights.
The World's Grave - Darkness Zone
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Stop at the first doorway and start picking off enemies one at a time. The
Cleaver Knights will be drawn out this way and you can easily take them out
from distance before they reach you. The next room is littered with Hive, you'll
need to backpedal and take cover so you can defeat the Thrall without the fear
of Acolytes hitting you too hard. Ahead you'll find the ritual chamber.
The Siphon Witches aren't paying attention right now so hit one of them with
your best shot, a Solar Weapon would likely be a one-hit kill. When the Witches
are downed you'll need to be very careful and use the perimeter cover wisely as
you'll encounter waves of Hive. Thralls are the toughest part but a well timed
kill of a Cursed Thrall could make your life a bit easier. Shotguns and Hand
Cannons work wonder here to quickly clear out the enemies. Don't get back into
a corner, keep moving around and reload when you get a chance. The final enemy
is a Major Ogre so unleash everything you have to kill it.
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
.-----------> The Summoning Pits <-----------.
| /________________________________________________________\ |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0506]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
| |
| Location: Ocean of Storms, Moon Fireteam: 1-3 Players |
| Level Requirement: 12 Rewards: XP +2000 |
| XP +2400 (Heroic) |
| Armor Upgrade |
'------------------------------------------------------------------------------'
Gatehouse
¯¯¯¯¯¯¯¯¯
Make your way to the Gatehouse from the starting location. You'll have quite
a number of Hive and a Wizard to deal with. Approach the gate and deploy your
Ghost, though it will take him some time to open the gate. You'll have to
contend with Thrall and Knights off the balcony. A well thrown grenade and a
Cursed Thrall explosion should wipe most of them out but the Cleaver Knights
aren't so weak so use a Hand Cannon or Shotgun to eliminate them easily. The
second wave brings Acolytes into the mix and it starts to get messy at this
point.
Stay spread out to cover all angles and focus on the Witches then the Cleaver
Knights. If a teammate falls be sure to Revive him quickly then because the
final wave brings a Major Wizard. Use Super Abilities and Heavy Weapons if you
need to clear these guys out, you'll have plenty of ammo to collect once the
area is secure. Follow the cave down and you'll be met with an Ogre and a Major
Knight, though Thrall and Acolytes join the fray too. Focus on the lesser Hive
before focusing on the Knight and Ogre, there isn't a whole lot of cover so
keep moving.
The Summoning Pits
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Head to the left and defeat the two Major Knights that guard the entrance to
the Summoning Pits. Phogoth, the Unchained is an Ultra Ogre but during this
battle he is likely the least of your worries. Phogoth uses an Eye Blast
constantly and it deals quite a bit of damage though ducking behind cover makes
it easy to avoid. Stick to the upper levels and defeat the Hive that attack
together as a team before focusing on Phogoth as the number of Hive will
rapidly increase and could lead to your Fireteam being overwhelmed.
If you get too close to Phogoth he will emit a groundshaking slam on the
ground knocking you back, so keep your distance. His weak spot is his chest
and it can be difficult to hit at times because Phogoth slouches often. Use all
your most powerful weapons on Phogoth and only Revive teammates if you can do
so safely, especially if you are the last one standing.
___________________________
________________________//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\\________________________
________________________ Venus ________________________
\\_________________________// [0600]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Overview
¯¯¯¯¯¯¯¯
Venus is much different from the Moon and Earth. There are lush jungles and
water everywhere. There are universities, museums, and libraries though they are
all swallowed up by the jungles. The Fallen continue to infiltrate everywhere
but this is the home of the Vex. In terms of resources, you'll be able to
collect Spirit Bloom.
Dead Ghost Locations
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Dead Ghost #1
¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Headlands - "A Stranger's Call"
From the starting point head across the first pool of water and towards the
second. At the back of the second pool is small rock formation like the others
but also the Dead Ghost.
Dead Ghost #2
¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Ishtar Academy - "The Archive"
Enter from the Shattered Coast and look down the main hall to see a large
angelic statue. Before this hall turn left and leap up onto the balcony of the
third floor. Down the hallway on the left side you'll find the Dead Ghost on
the shelf.
Dead Ghost #3
¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Ishtar Commons - "The Archive"
Head outside towards the great tree in the middle of the area. Turn left and
leap atop the roof to find the Dead Ghost nestled against a support beam.
Dead Ghost #4
¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Ishtar Commons - "The Archive"
Heading towards the big tree again turn right and go up the stairs. Before you
get to the end of the pathway look right to find an opening where the Dead Ghost
sits on the ground amidst rubble.
Dead Ghost #5
¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: N/Gen Branch
Enter the building with the blue circle around the symbol. Turn right and race
down the hallway, turning left at the end. This gets you to the N/Gen Branch.
Go up the steps and take a right turn so you can leap up onto the platform where
you'll find another staircase. Climb both levels and look on the end of the
balcony here to find the Dead Ghost.
Dead Ghost #6
¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Dig Site 4
This Dead Ghost is best found after Dead Ghost #5. From the top you can look
across from the staircase; there is a hole in the wall, it's a tight fit but a
Double Jump gets you there. Follow the path into Dig Site 4 and turn right at
the red sign into the Ishtar Laboratory. Head into this room and down the left
side to the opposite end. In this kitchen look in a sink to find the Dead Ghost.
Dead Ghost #7
¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Hall of Whispers - "The Archive"
Enter from the Ishtar Commons and head up the right set of stairs. Turn right
and follow it around to a corner where you need to leap into the tree to find
the Dead Ghost on a branch.
Dead Ghost #8
¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Shattered Coast - "A Stranger's Call"
There is a cliff with a decrepit structure at it's end and a few cars that are
rundown in front of it, this is where you set up your Ghost to unlock use of
your Sparrow. The small car has the Dead Ghost in the back seat or what's left
of it.
Dead Ghost #9
¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Ishtar Cliffs - "Ishtar Collective"
Enter from the Shattered Coast and you'll spot the Ishtar camp on a hill ahead.
Stick to the water and turn left to spot a tree. Climb up the cliff here to
see the Dead Ghost upon it.
Dead Ghost #10
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Waking Ruins - "Ishtar Collective"
Right from the start ride your Sparrow and go down the right path. Stick to
the path until you see a chance to break off to the right where a structure is
located. Don't go right, instead turn left and dismount. You can normally find
a mission beacon here on Patrols. Climb up the cliff and circle around to the
left through the archway. Jump atop the highest point of the formation at the
end of the cliff to find the Dead Ghost.
Dead Ghost #11
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Campus 9 - "Ishtar Collective"
From the starting location you can see a large building with a satellite on top.
Head down the path and to the right of this building, leaping atop a smaller
red structure. Reach the cliff from this location then make a running Double
Jump across the large gap. The Dead Ghost is on the ledge.
Dead Ghost #12
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Endless Steps - "Eye of a Gate Lord"
Head left from the gate and across the river. Above the ledge here is a smaller
platform that you can reach. Leap left from here to another small platform and
then onto the structure high above where you can see water trickling down. The
Dead Ghost can be acquired here.
Dead Ghost #13
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Ember Caves - "Scourge of Winter"
Enter from the Headlands and race towards the Ishtar camp with their blue
flags, it should be mostly a straight shot. There is a cave just before it to
the right follow it to the end and awaken the Dead Ghost.
Dead Ghost #14
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Winter's Lair - "Scourge of Winter"
Head through the cave until it opens up in a wider area. To the right you can
see the sky and ramps that lead towards it, you're not going that way! Instead
turn left towards the darkness and navigate to the corner where a hidden path
will lead to the Dead Ghost in the foliage.
Gold Loot Chest Locations
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Gold Loot Chest #1
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Shattered Coast
On the path towards Ishtar Academy is a tunnel. As you navigate through you'll
find the Gold Loot Chest lying next to a pillar just before the bend.
Gold Loot Chest #2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Winter's Lair
If you are doing the "Scourge of Winter" Mission this is the area where you are
on the ground before the ketch ship. If you run around the right side and leap
off the ledge you can reach the rock platform with the Gold Loot Chest.
Gold Loot Chest #3
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: The Cinders
When you reach the ketch ship instead of turning left to complete the "Scourge
of Winter" Mission go right and you'll find the Gold Loot Chest at the end of
the ship.
Gold Loot Chest #4
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Campus-9
Towards the end of the "Ishtar Collective" Mission you'll enter Campus-9. When
you enter just go all the way to the back past the last building and on the
other side of it is the Gold Loot Chest.
Gold Loot Chest #5
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: N/Gen Branch
Enter this zone from the Ishtar Commons and turn right into the building. You
can find the Gold Loot Chest in one of the cubicles towards the back.
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
.-----------> A Stranger's Call <-----------.
| /________________________________________________________\ |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0601]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
| |
| Location: Ishtar Sink, Venus Fireteam: 1-3 Players |
| Level Requirement: 10 Rewards: XP +3000 |
| Heroic Modifier: 14 XP +3600 (Heroic) |
| Armor Upgrade |
'------------------------------------------------------------------------------'
Shattered Coast
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You need to find the Guardian Outpost here so you can link up your Sparrow.
Head down the hill and you'll find Fallen occupying the street. The outpost is
not far, it's very similar to the Earth and Moon missions where you didn't move
far away from the landing spot. Head around the corner towards the sea then
defeat the enemies here before deploying your Ghost. Follow the coast line and
you'll eventually run into a large group of Fallen inside a building. A grenade
should flush them out from hiding, then you can pick them off. Check out the
computer at the top of the steps and deploy your Ghost to find your next
destination.
Ishtar Academy - Darkness Zone
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You'll need to go back towards the coast, reaching a hole that sends you
into a corridor towards Ishtar Academy. The area will switch to a Darkness Zone
at this point. Deploy your Ghost to investigate, you'll get a look at a new
race, the Vex. Defeat some of them on the lower level and head up to the
balconies for added cover and optimal position for ranged weapons. Your
objective changes to "Resist the Vex" at this point and you'll face off against
some Goblins. Shoot them in the body, their glowing midsection is a weak point
and blowing their large heads off causes them to shoot wildly while charging
you.
Hobgoblins mix in with the Goblins after the initial wave. They are similar
to the regular Goblins but they will deploy a shield once hit so you need to
kill them in a single shot or destroy the shield after they stand back up. At
the end, a Minotaur will show up at the far end. It moves quickly, can blink
walk, and has no weak point. A Grenade or Super Ability is best for taking them
out as the Heavy Weapons are often too slow. Continue to use the pillars on the
sides to flank the Vex and the mission will end. Return to the Tower with the
Goblin's Eye and speak with the Vanguard Mentor for an Armor Upgrade.
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
.-----------> Ishtar Collective <-----------.
| /________________________________________________________\ |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0602]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
| |
| Location: Ishtar Sink, Venus Fireteam: 1-3 Players |
| Level Requirement: 11 Rewards: XP +3000 |
| Heroic Modifier: 15 XP +3600 (Heroic) |
| Armor Upgrade |
'------------------------------------------------------------------------------'
Ishtar Cliffs
¯¯¯¯¯¯¯¯¯¯¯¯¯
Head towards your previous missions objective through the Shattered Coast and
your marker will point you off to the left and into the Ishtar Cliffs. You need
to find a Mind Core but there are plenty of enemies to stop you from doing that.
There are Fallen near the cliffs, kill them if you want but otherwise you can
ride past them on the Sparrow. Ahead you'll have a Cyclops that warps in as you
follow the path. It launches explosives from up high so just be careful. There
are Harpies and Goblins nearby too so take cover from them as you defeat the
Cyclops. It's weak point is the eye so a Sniper Rifle or Heavy Weapon is
preferable for a swift defeat. Collect the Vex Mind Core now that it's been
defeated and head towards Campus-9.
Campus 9 - Darkness Zone
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Exit to the Waking Ruins at the oppposite end and into Campus 9. Your task
changes to eliminate the Fallen which include Dregs, Vandals, and those little
Shanks that sneak up on you. At the research center you can deploy your Ghost
to analyze the Mind Core but this draws the attention of the Vex who spawn just
outside the building. Harpies, Goblins, Hobgoblins, and a Minotaur appear over
the course of three waves. You'll need to stay agile as grenades will be lobbed
at you and the enemies can appear from numerous locations.
A well placed grenade of your own and some accurate shots with an automatic
weapon should help tremendously. Multiple Minotaurs appear in the final wave
and Vex emerge from all angles. If you back out of the building you'll have a
better choke point to take out the numerous Vex. Return to your Ghost and take
the Radiolaria to your Vanguard Mentor for an Armor.
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
.-----------> The Archive <-----------.
| /________________________________________________________\ |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0603]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
| |
| Location: Ishtar Sink, Venus Fireteam: 1-3 Players |
| Level Requirement: 12 Rewards: XP +3000 |
| Heroic Modifier: 15 XP +3600 (Heroic) |
| |
'------------------------------------------------------------------------------'
Ishtar Academy
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Head down to the coast on your Sparrow and head into the hole again like in
the original mission to read the Ishtar Academy. Fallen and Vex are battling out
here; the Fallen just don't get along with anyone it seems. As usual in this
situation, allow the sides to whittle each other down a bit then finish them
both off for the most experience. Exit at the back of the room to reach the
Ishtar Commons where you'll find Vex and Fallen battling here as well. Head off
to the left and go through the door to reach the Hall of Whispers.
Hall of Whispers - Darkness Zone
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You need to defeat the Fallen in this location. There is a Major Servitor
named Simiks-3 that you'll want to hit hard and fast since it will regen the
health of the Dregs and Vandals that are also trying to kill you. In addition to
all this you still have to contend with the Major Vandals ahead so use the rooms
to the side as cover so you can recover your health and reload. At the back room
you'll deploy your Ghost to gain access to the Archive.
The Archive
¯¯¯¯¯¯¯¯¯¯¯
Take the steps to the bottom of this vault and deploy your Ghost at the main
computer on the left side to gain some more information. You can pick off a lot
of the Fallen before they start to move up and take cover. It's not a bad idea
but there will be a Servitor that enter so focus on it instead. Your objective
shifts to fixing the Conduits now. It's not difficult to reach the main Conduit,
just be wary of Stealth Vandals and the Servitor. Have your Ghost repair the
Conduit then repeat this process fo rthe other one, you'll face the same
tribulations.
If you are with a team you'll be in luck here because you get hit from all
angles. A Major Captain and Major Vandals appear in addition to the Stealth
Vandals that continually sneak up on you. If you are alone you'll need to
focus on the little guys and hit the big guys with Heavy Weapons and Super
Abilities to avoid taking too much. Complete the extraction with your Ghost and
head back to the Tower where the Cryptarch has a reward.
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
.-----------> Scourge of Winter <-----------.
| /________________________________________________________\ |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0604]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
| |
| Location: Ishtar Sink, Venus Fireteam: 1-3 Players |
| Level Requirement: 12 Rewards: XP +3000 |
| Heroic Modifier: 16 XP +3600 (Heroic) |
| |
'------------------------------------------------------------------------------'
Ember Caves
¯¯¯¯¯¯¯¯¯¯¯
Make your way to the Ember Caves where the Fallen are located. The hideout is
to your left so you'll need to use the platforms to get up there. Defeat the
Fallen that block your way, there shouldn't be any higher level Fallen among
their ranks. Enter the cave at the back to reach Winter's Lair.
Winter's Lair
¯¯¯¯¯¯¯¯¯¯¯¯¯
There are a few Fallen as you navigate the entrance of the cavern. Be sure to
clear them out because you'll have to face the Kell Guards ahead. Two of them
use Shock Blades and the third uses an Assault Rifle. Use Grenades or Super
Abilities to take out the melee attackers, they deal the quickest damage and can
end your run here; a Hand Cannon or Shotgun works well in this situation. With
the Kell's Guard defeated head through the rest of the cave and to the Cinders.
The Cinders
¯¯¯¯¯¯¯¯¯¯¯
Your objective is to get on the Ketch Ship. You'll have an advantage of being
up high so use a Sniper Rifle or Scout Rifle to pick off some of the weaker
Fallen. There will be a Servitor and Captain in the bottom area, but there is
more than ample structures to use as cover while you take them out. Reaching the
ship is only half the battle however, as close quarters combat will initiate
and the Dreg, Vandals, and a Captain meet you at the entrance. It's best to take
out the Captain first then rush the other two.
Inside you'll have to navigate a few halls that shouldn't be too occupied. At
the end of the hall open the door and be ready to fight more Kell's Guard. A
Servitor joins them so take it down first. Try not to waste a Super Ability or
Grenade at this point if you don't have to. Ahead is a door that leads to your
objective, Draksis.
Draksis
¯¯¯¯¯¯¯
This is an Ultra Fallen Captain with a lot of vitality. Because of his high
health, Draksis doesn't have a shield but that doesn't make it any easier. A
few Kell's Guard assist him as well as Vandals and Dreg. Use the walls on the
bottom level for cover so you can defeat the lesser Fallen. Use Heavy Weapons
and your Super Abilities as normal with these foes, regular shots should be
aimed at his head for maximum Precision Damage. With Draksis defeated, take the
Strange Trinket back to the Cryptarch at the Tower.
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
.-----------> Eye of a Gate Lord <-----------.
| /________________________________________________________\ |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0605]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
| |
| Location: Ishtar Sink, Venus Fireteam: 1-3 Players |
| Level Requirement: 13 Rewards: XP +3000 |
| Heroic Modifier: 17 XP +3600 (Heroic) |
| Ship Upgrade |
'------------------------------------------------------------------------------'
Campus 9
¯¯¯¯¯¯¯¯
Start this mission off by heading through the Ember Caves to reach the Citadel
where you'll meet a Major Minotaur and two regular Minotaur. They guard the
conflux that you need to scan, so take them out and get to it. From here you're
on your way to Campus 9 which turns into a Darkness Zone. In the distance you
can spot Goblins and Hobgoblins, behind them a large Transfer Gate that will
continually let in more and more Vex. Use a Rocket Launcher or Sniper Rifle to
destroy the Transfer Gate, it's the most effective way from distance and there
are several other gates you'll be blowing up.
Be careful and use the rubble as cover until you destroy the Transfer Gates
and eliminate all Vex. A new enemy, the Hydra, blocks the way at the end of the
area. Its shield rotates around and you'll get a narrow opportunity to unleash
an assault on it. The glowing yellow eye is the weak point so fire there for
Precision Damage. Do not approach it after killing it, the Hydra explodes for
massive damage.
Endless Steps
¯¯¯¯¯¯¯¯¯¯¯¯¯
Exit Campus 9 through the narrow pathway into the Endless Steps. The stream
will lead you up the stairway to the Gate Lord Zydron. You'll need to summon
him by standing in place, but once summoned you'll want to head all the way
back to the staircase. Zydron is an Ultra Minotaur with a weak spot in its
midsection. Pick off the lesser Vex and unleash Super Abilities and Heavy Weapon
shots on the boss. You can backtrack as far as you need in this area so don't
feel bad about running away for a little bit. Once the Gate Lord falls you'll
be taken to the Reef automatically and the next area, Mars, is unlocked.
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
.-----------> The Nexus <-----------.
| /________________________________________________________\ |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0606]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
| |
| Location: Ishtar Sink, Venus Fireteam: 1-3 Players |
| Level Requirement: 14 Rewards: XP +3600 |
| Armor Upgrade |
'------------------------------------------------------------------------------'
N/Gen Branch
¯¯¯¯¯¯¯¯¯¯¯¯
Head through the Ishtar Commons into the N/Gen Branch. Head down the left side
and start clearing out the Fallen. You'll need to take out a Servitor here, its
Major level and once destroyed two more will spawn, one on each side of the
room. Head back to the entrance at this point so you can battle the Vandals from
distance and take out the Shanks before they get too close. Watch out for the
Captain that comes with the Major Servitor in the back, it often comes right
down the middle of the area looking to wreak havoc.
Take to the second floor and head inside towards Dig Site 4. Clear out the
Vex and Fallen here, most of them are fairly weak. Don't stand too close to the
entrance though, Vex will spawn here and could lead to a surprise defeat if you
aren't careful. The hardest part about this open area is the Hobgoblins that
will snipe and the Minotaurs that rush you. Use a Fusion Rifle on the Minotaurs
and a Sniper Rifle for the Hobgoblins.
The Nexus
¯¯¯¯¯¯¯¯¯
Ahead you'll move through a cave and a large pack of Goblins will attack you
position. It's very easy to mow them down or just use a Super Ability to wipe
them all out. This makes this area very attractive for farming Engrams. If you
want to repeatedly do this area, move up to the ledge before the drop down into
the Nexus to receive a checkpoint then head back and die by leaping into the
abyss. This places you just before the large pack of Goblins that can be killed
again. Jump off the ledge to reset and continue until you have all the Engrams
you want.
When you are ready leap down and clear out the area. There are Minotaurs so
be mindful of that. The upper and lower areas are key for cover and avoiding
the additional Vex that will join the fight midway. When Sekrion emerges you'll
want to spread out so you aren't getting hit with the cannons. They do a lot of
damage and could easily wipe the entire Fireteam if you are all grouped up. Hit
the glowing yellow eye for Precision damage and try to keep your Super Ability
and Grenade available for the additional Vex. They spawn at random and in very
large waves on both sides of the room. It might take awhile, but the Ultra Hydra
will eventually fall.
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
.-----------> Winter's Run <-----------.
| /________________________________________________________\ |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0607]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
| |
| Location: Ishtar Sink, Venus Fireteam: 1-3 Players |
| Level Requirement: 14 Rewards: XP +3600 |
| Armor Upgrade |
'------------------------------------------------------------------------------'
Winter's Lair
¯¯¯¯¯¯¯¯¯¯¯¯¯
Zoom through the Ember Caves to this area. The Vex are invading the Fallen,
the primary focus here should be the Hydra because it's by far the most lethal.
Clear this area out then enter the Cinders.
The Cinders
¯¯¯¯¯¯¯¯¯¯¯
Below you'll find another battlefield between the Vex and Fallen. Start to
thin their numbers with a ranged weapon then get in closer. Head down to the
left and your Ghost will start to break open the hatch once you deploy it. Like
normal, this takes some time and you'll need to defeat the Vex that attack. The
first wave is Goblins and Minotaurs, one is a Major. The second wave is Goblins
and Major Hobgoblins, you'll need to be careful about getting sniped here. Last,
you have Harpies and two Major Hydras. It might be worth backing up the trail
at this point to get a better angle on the Hydra.
Ahead you'll find Pikes that you can use to ride through the Ash Coves. Use
the weapons on the Pike to destroy the Vex. It makes taking down the Major
Hydras at the end much simpler.
Askor, The Archon Priest
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
When you reach Winter's Run you'll need to eliminate the Vex and Fallen that
are battling then release the Archon Priest. This battle requires the group to
spread out and focus on the additional enemies that constantly spawn. Once the
adds are taken down you should rotate around unleashing your heaviest shots to
draw the attention of Askor but never allowing him to get a clean shot off. The
hardest part starts when the Servitors and Stealth Vandals emerge because they
can unexpectedly kill someone. Overall, Askor is one of the easier bosses you
just have to be mindful of the additional enemies that come from the gates.
Focus on his head for the most damage. Void weapons seem to do the most damage
such as a powerful Fusion Rifle. Remember to keep hidden if the other Guardians
fall and you cannot reach them, let them revive so you may continue the battle.
___________________________
________________________//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\\________________________
________________________ Mars ________________________
\\_________________________// [0700]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Overview
¯¯¯¯¯¯¯¯
Mars is a red desert wasteland and serves as the home of the main Cabal force.
Most of the structures and fortification in the area from the Cabal though the
Vex can also appear. You'll find Relic Iron in this area and rarely Fallen.
Dead Ghost Locations
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Dead Ghost #1
¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: The Barrens - "Exclusion Zone"
During the first mission, run straight ahead down the dunes for a good ways
until you see a ledge with a circular building below. The building has a hole in
the top. Inside this building there is a ghost lying on the floor.
Dead Ghost #2
¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: The Scablands - "Exclusion Zone"
During the first mission, you will enter the Scablands. Locate the giant wall
and go through the gate. Immediately after going through the gate, look to the
left and you'll see some platforms on the ground along the wall. Jump up onto
these and the ghost is on one of the platforms.
Dead Ghost #3
¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Firebase Rubicon - "The Garden's Spire"
In the back of this area is a path that the mission takes you to. There is a
large tunnel that you take down to the right. Don't go that way, instead turn
around and you'll see a large door. Go back and to the left of that and up the
pathway to a tree. Behind the tree is the Dead Ghost.
Dead Ghost #4
¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Iron Line - "The Garden's Spire"
From the previous Dead Ghost, follow the objective outside and into the tunnel.
Continue until you reach the Iron Line, just follow the objective marker. Here
you'll have to clear enemies and enter the door. Don't do that just yet. Instead
go from the left of the door and up to some pipes. Climb higher along the wall
then turn around and do a Triple Jump up to the rock platform towards the
entrance of Iron Line. Up here you'll find the Dead Ghost.
Dead Ghost #5
¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: The Legion's Keep - "The Garden's Spire"
At the very end of the mission where the large tower is located, head to the
left and underneath. Immediately to your left on the ground is the Dead Ghost.
Dead Ghost #6
¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Trenchworks - "Cerberus Vae III"
As you enter this area you can see a large building in the back. Jump up the
cliff to the left of this building and look down into a crack, it's really
tucked in there and is best seen from the back of the wall.
Dead Ghost #7
¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: The Drift - "A Rising Tide"
As you enter this area you'll spot a lot of trees to the right. Head over there
and leap onto the largest tree. The Dead Ghost is on the end of the branch.
Dead Ghost #8
¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Buried City - "A Rising Tide"
Enter this area from The Drift and as you move into the city you'll spot the
Off-World Transport building. At the back left you can leap to reach the top of
the building. Behind the sign is the Dead Ghost.
Dead Ghost #9
¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Freehold Station - "A Rising Tide"
Go through the OWR (Off-World Transport) building to reach Freehold Station. Go
down the right side in this dark area and up a set of steps. Leap onto the wall
here and turn around. Look up to see a TV mounted on the wall. Leap onto it to
find the Dead Ghost. NOTE - There is a known glitch where this Dead Ghost may
not be there. You can still get the Achievement without getting this one.
Dead Ghost #10
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Tharsis Junction - "A Rising Tide"
As you enter continue right of the wall marked with a 1. At the end of the path
is a train. Walk to the left along the train then button hook back right atop
another train. Go under the gate and turn right. Now you can be on the other
side of the fence from where you just were, the Dead Ghost in the corner.
Dead Ghost #11
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: The Hollows - "The Buried City"
From the Barrens head into this area. If you ride straight into the area you'll
see the large building that you can enter. Inside go to the back and jump on top
of the light. Now leap straight up to reach the overhead grated walkway. Run
around the walkway towards the entrance of the building to find the Dead Ghost
lying on the rail.
Dead Ghost #12
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Dust Palace - "The Buried City"
Enter from The Hollows and go in a little bit so you can begin elevating. You
need to get up on the window sills and traverse them to about the center where
the Dead Ghost is located.
Dead Ghost #13
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Overwatch - "The Buried City"
Enter from the Dust Palace and move up the steps and into the area labeled
"Clovis Bray Exoscience" where you'll ascend another staircase. Don't go up the
second one though. Turn left and look underneath a desk to find the Dead Ghost.
Dead Ghost #14
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Giant's Pass - "The Black Garden"
As you enter Giant's Pass there are some Cabal that emerge from the right side.
Between the back-right wall and the smaller structure before it is a path that
leads to a large tree. Underneath the tree is the Dead Ghost.
Dead Ghost #15
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Valley of the Kings - "The Black Garden"
Follow the path in this area past the large gate on the left that leads to the
Black Garden. As it the path begins to rise you'll notice that there is a cliff
to the left. Over here you'll find the Dead Ghost in the open.
Dead Ghost #16
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Valley of the Kings - "The Black Garden"
From the previous Dead Ghost you'll want to turn around and head away from the
large gate. There is a large building ahead and smaller sniper's hut to the left
that is elevated. Leap on top of this building and jump out to the right against
the wall to notice an alcove with the Dead Ghost.
Dead Ghost #17
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Upper Garden - "The Black Garden"
From the start leap up the left side of the cliffs where the statue is located.
At the top left on a platform is the Dead Ghost.
Dead Ghost #18
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: The Black Garden - "The Black Garden"
In the area where you fight the Hydra (it has that annoying spinning shield),
turn around towards the cliff. Head right along the edge until you can drop
down. From here there is a small alcove where you will find the Dead Ghost.
Gold Loot Chest Locations
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Gold Loot Chest #1
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: The Barrens
From the landing zone in the Barrens head to the back right where you will see
a small Cabal outpost. Inside you'll find the Gold Loot Chest atop the crates.
Gold Loot Chest #2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: The Hollows
In the tunnel coming from The Barrens there is a small opening before you reach
downtown. Hop up into the hole and turn right to find the Gold Loot Chest.
Gold Loot Chest #3
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Dust Palace
In the area where the first door is opened during the Dust Palace Strike you'll
need to find the door labeled with a 3. Check behind the desk to find the Gold
Loot Chest.
Gold Loot Chest #4
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Iron Line
At the large gate that takes you into Legion's Keep go down the left walkway.
Leap onto the pipes in the corner and turn around to leap higher. Follow the
walkway to the other side to find the Gold Loot Chest in the corner.
Gold Loot Chest #5
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Tharsis Junction
In this area is a Vex gate that has a bunch of train cars nearby. Go behind it
to find a small room. Behind the fence is a path that leads to the Gold Loot
Chest.
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
.-----------> Exclusion Zone <-----------.
| /________________________________________________________\ |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0701]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
| |
| Location: Meridian Bay, Mars Fireteam: 1-3 Players |
| Level Requirement: 15 Rewards: XP +4000 |
| Heroic Modifier: 18 XP +4800 (Heroic) |
| Sparrow Upgrade |
'------------------------------------------------------------------------------'
The Barrens
¯¯¯¯¯¯¯¯¯¯¯
Once again you are on a new planet and must synchronize your Sparrow with your
Ghost's help. Head to the bunker on the right and deploy your Ghost. This brings
some Cabal, a new enemy type. The Phalanx have a shield that blocks all damage
so shoot them in the hand so they open up for a headshot. The Centurion has a
Solar Shield and fires explosives so be on your toes.
Giants' Pass
¯¯¯¯¯¯¯¯¯¯¯¯
After defeating the enemies hop on your Sparrow and ride through the Scablands
where the Vex and Cabal are fighting to reach Giants' Pass. There are plenty of
Phalanxes and Legionaries in this area, just go to the left to find the computer
you need to scan. Once you do though, a drop ship comes by with some tough foes.
One of them is Bracus Tho'ourg, a Major Centurion that has the access key. He
brings Psions with him, little creatures that are similar to Dregs. Take cover
and avoid their blasts before focusing on Bracus.
Valley of the Kings
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
With the access key in hand all you have to do is plow through the next Cabal
outpost in the Valley of the Kings. Stay away from the left side, there are some
powerful Vex that way. Scan the device inside the building then return to the
Tower to get a Sparrow Upgrade.
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
.-----------> The Garden's Spire <-----------.
| /________________________________________________________\ |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0702]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
| |
| Location: Meridian Bay, Mars Fireteam: 1-3 Players |
| Level Requirement: 16 Rewards: XP +4000 |
| Heroic Modifier: 19 XP +4800 (Heroic) |
| Armo Upgrade |
'------------------------------------------------------------------------------'
Firebase Rubicon
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Head through the Scablands and clear out some of the Cabal before moving to
the entrance of the Firebase. This area belongs to the Blind Legion and is full
of Cabal. The area is large with little buildings to duck into and enemies
popping out of them. Focus on the Centurions when they appear, they definitely
cause the biggest ruckus. Wind through this area to reach the Rubicon Wastes.
As you cross the observation tower you'll find more Cabal but the biggest threat
is the Colossus firing it's Slug Thrower from the top of the opening at the back
end.
Defeat the enemies and move up into a garage a ways down. Pick up an
Interceptor, it's a very powerful vehicle and you'll want to take it with you
to the next area to make it easier. Burst your way through the Centurions and
another Colossus to reach the Iron Line. You are invited in but it's definitely
an ambush.
Iron Line
¯¯¯¯¯¯¯¯¯
With the Interceptor, just start letting everything have it. Don't think you
are invincible though, know when to bail. The second wave features a Centurion
and the third wave comes from the right with a Colossus. Use your Ghost to open
the gate once you've defeated them then start to storm the keep. You can't take
the Interceptor with you anymore so head through the gate on foot. Here you'll
be met with a Major Phalanx and two normal Phalanx. Be sure to hit their arms
and take them out quickly. Make your way up into Legion's Keep when the path is
secure.
Legion's Keep
¯¯¯¯¯¯¯¯¯¯¯¯¯
Here you'll have to deal with Cabal from numerous areas so take it slow and
wipe out one side at a time. The Colossus in the back can be annoying, hit it
with a Heavy Weapon and Super Ability to get a breather. Ahead are more Cabal
anchored by a Centurion, get a free shot in on the big guy! Deploy your Ghost
to wake the eye then take cover. You can duck under the spire to avoid a lot of
damage but Primus Sha'aull, an Ultra Centurion, is no joke. Defeat the adds so
you can focus on avoiding the Primus. More Cabal join at 70% and 35% health so
keep that in mind. Save the Super Abilities and Heavy Weapons for the boss.
Return to your Vanguard Mentor when you have won.
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
.-----------> A Rising Tide <-----------.
| /________________________________________________________\ |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0703]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
| |
| Location: Meridian Bay, Mars Fireteam: 1-3 Players |
| Level Requirement: 17 Rewards: XP +4000 |
| Heroic Modifier: 20 XP +4800 (Heroic) |
| |
'------------------------------------------------------------------------------'
The Buried City
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Make your way down to the Buried City, it's a little trek from your starting
location. There is a Major Harpy, a Minotaur, and numerous other Vex at the
entry way. Defeat them and enter the left corridor where Goblins emerge and the
room becomes very dark. You'll need to defeat the Vex in this dark area, good
thing their eyes glow in the dark.
Freehold Station - Darkness Zone
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Move into the lobby and you'll see the light of Vex spawning Harpies and more
Goblins. There are plenty of enemies to defeat and lots of cover, a nice Grenade
or Super Ability can wipe out a lot of them but it may be best saved for the
Cyclops ahead. Proceed further down the corridor to Tharsis Junction where you
can spot more Vex dropping onto the tracks.
Tharsis Junction
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
As you navigate through the train cars, find the Vex Transfer Gate in the far
right corner. Destroy it from afar then focus on the Vex, you don't want them to
be continually summoned forever. Be careful of the Hobgoblins and Harpies ahead,
they also come from a Transfer Gate. In the back you'll find an open area with
three more Transfer Gates, hit them Heavy Weapons or Sniper Rifles. Save your
Super Ability for the Prohibitive Mind, a Major Minotaur, that comes with a few
others Vex. This group will come as you destroy the final Transfer Gate. Have
your Ghost investigate the Conflux then return to your Vanguard Mentor at the
Tower.
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
.-----------> The Buried City <-----------.
| /________________________________________________________\ |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0704]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
| |
| Location: Meridian Bay, Mars Fireteam: 1-3 Players |
| Level Requirement: 17 Rewards: XP +4000 |
| Heroic Modifier: 19 XP +4800 (Heroic) |
| |
'------------------------------------------------------------------------------'
The Hollows
¯¯¯¯¯¯¯¯¯¯¯
Start by going around the building on the right and into the next room. Move
up to the second floor, defeating the Cabal as you go. A Major Centurion drops
into the room with a Legionary, you'll need to take it out the deploy your
Ghost to get the location of the Skyscraper. Head out the window and into the
side door below. There are plenty of Cabal here to welcome you, just follow the
corridor down into the Dust Palace.
Dust Palace - Darkness Zone
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There are plenty of Cabal ahead in this area but there is also so many places
to duck and then pop out for Precision Damage the number of enemies becomes
neglible. Follow the signs into the atrium where Vex spring into action to
attack the Cabal. Ignore them or kill them all then fight your way to the
Overwatch.
Overwatch
¯¯¯¯¯¯¯¯¯
You are met by a Colossus and Phalanxes. Behind them are Legionaries who would
try to stop you. The middle area is fairly open with small walls for cover. Use
this to your advantage and take out the Psions and Phalanxes from behind. A
Major Centurion drops in towards the end, deal with it using Heavy Weapons and
Super Abilities. Return to the Cryptarch once completed.
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
.-----------> The Black Garden <-----------.
| /________________________________________________________\ |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0705]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
| |
| Location: Meridian Bay, Mars Fireteam: 1-3 Players |
| Level Requirement: 18 Rewards: XP +4000 |
| Heroic Modifier: 20 XP +4800 (Heroic) |
| Mote of Light |
'------------------------------------------------------------------------------'
Valley of the Kings
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Make your way to this area and head off to the left where the ginormous gate
is located. There are Hydra and Minotaurs in your way though this is a Public
Area and you might get some help clearing them all out. Enter the gate to be
sent to a different time.
Upper Garden
¯¯¯¯¯¯¯¯¯¯¯¯
The Goblins here are immobile, just run past them until they awaken. Watch for
the Minotaur in the corner and continue firing through. The blocks are great for
taking cover and defeating the machines. A Cyclops is ahead with Harpies and
Hobgoblins. Defeat the Hobgoblins so you aren't be randomly sniped then deal
with the Harpies before shooting the eye of the Cyclops. Continue onward to find
a Major Hydra, it's best destroyed with Heavy Weapons and from a distance so the
explosion doesn't kill you.
Lower Garden
¯¯¯¯¯¯¯¯¯¯¯¯
Head back outdoors and deal with the Vex as you navigate to the end of the
trail. Here it opens up into a wonderful view that appears to be a dead end. Hop
down and you'll see two dishes that are on opposite ends. Start with the left
one after you pick off most of the Goblins and Hobgoblins. Harpies will come
from the left and a Hydra sits on the right, just be careful and use a Super if
you need to. Scan both dishes then activate the Conflux.
Sol Progeny
¯¯¯¯¯¯¯¯¯¯¯
In the final area you'll have to defeat three Ultra Minotaurs that are
activated one at a time while Harpies and Hobgoblins fire at you. The best place
to sit is underneath the ramps that lead to the platforms above, closest to the
statues. Use Heavy Weapons and Solar Damage to pierce through these quickly and
you will have defeated this foe! Return to the Speaker for a Mote of Light.
___________________________
________________________//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\\________________________
________________________ The Crucible ________________________
\\_________________________// [0800]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
> Player vs Player Basics <
/________________________________________________________\
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0801]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Equipping for PvP
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
In normal Crucible matches the Level, Attack, and Defense stats don't matter
at all. When Level Advantages are enabled these things will apply just not as
heavily as in PvE (Player vs Environment) scenarios. You will also want to boost
the rate your most trust ability cools down; that is, equip Discipline,
Intellect, or Strength gear to lower Melee Modifier, Grenades, and Super
Abilities depending on which one you are best with/prefer. You can change out
your gear as necessary on the fly, you will lose all the ammo for that weapon
though. This is good for equipping short range weapons and then changing to
Sniper Rifles if the map dictates it.
Interfacing
¯¯¯¯¯¯¯¯¯¯¯
The Motion Tracker is much more important in the Crucible. The inner circle
indicates activity within 8 meters, the wedge is upto 23 meters, and the outer
ring is 24 or more meters. Use this to understand how far away enemies are so
you can best defeat them. In addition to this, aiming down the sights at a
target will show a red nameplate if it's an enemy but a gold one if their Super
Ability is ready so be aware of this.
Stat Prioritization
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Agility is useful because you can outrun your opponent and out maneuver them.
This is useful for getting in close with a Titan so you can melee your enemy
or as a Bladedancer to quickly annihilate the opponent. Armor on the other hand
provides a much more needed advantage, the higher Armor lets you win firefights
where you are equally matched in dealing damage because you will take slightly
less. Recovery is also critical because you need to be able to exchange with
numerous enemies quickly. Armor aids in surviving the initial exchange but
Recovery will get you back into the fight quickly. In short, prioritize Armor
and Recovery to have the best chances of winning.
Movement
¯¯¯¯¯¯¯¯
Be careful with using Double Jumps and Triple Jumps in PvP. Too often you'll
hover and be flying across the screen as someone lays into you with an Auto
Rifle or picks you off with a Sniper Rifle. The Hunter is the exception because
of the ability to change directions with Double Jump. Blink is also a great
technique but remember that you can't use it more than twice every 10 seconds
and if you go into a fight thinking you can just Blink away remember that it
might be on cooldown.
Crouching is a great tool in PvP, it reduces the number of times you are
pinging the Motion Tracker with your position. When playing Control it's often
best to crouch during and after capturing a Control Point so invading enemies
won't know where you are solely on the Motion Tracker showing them. Sliding is
another useful ability for evading attacks and also getting in close with a
powerful weapon like a Hand Cannon or Shotgun.
Grenades/Melee/Super Abilities
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Grenades are useful for forcing your opponent into a better position to be
shot or just defeating them out right. Seeker grenades will show you the
position of an enemy if you can spot them on the Motion Tracker but aren't sure
where exactly. Persistent grenades are good for choke points. If an enemy is
chasing you, for instance, you could move through a doorway and leave the
grenade waiting for them. Blast grenades will deal the best damage since they
explode instantly, they are best used when you can land them near your target.
Sticky grenades are tough to use but sticking an enemy will almost always be a
kill.
Melee is important in the Crucible because when the enemy loses it's shield
you will be able to melee them for a kill. Two melee strikes is normally fatal
as well and being able to accurately melee is important for that reason. The
modifiers are great for inflicting burn over time or instantly defeating an
enemy, such as a Knife Throw to the head with a Hunter. The damage over time
effects guarantee that the player will not go into Recovery allowing you to
track them and get the final blow. Be careful trying to just outright melee
though, Shotguns and Fusion Rifles will quickly kill you and running straight
at someone leaves you an easy target.
Lastly, Super Abilities are very powerful and usually instant kills. You will
use them a few times a match if you are reducing the cooldown or playing well
so you'll want to make them count. It's great for taking or defending an area,
during Control it often lends to wiping out a group defending the point. The
Titans' Ward of Dawn is fantastic for cutting off certain points and defending
others at the same time.
Primary Weapon Choice
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You'll want to choose the weapon that best suits you and the situation. Auto
Rifles with high stability and Pulse Rifles are always going to be a go-to
choice among the masses because of the ability to shoot many times very quickly
and often accurately. Scout Rifles and Hand Cannons have their benefits too
though because one or two headshots can be a kill, though you'll likely pay a
large penalty for missing if you are exposed. In general, Auto Rifles are great
at short and mid-range distance because you can get headshots repeatedly and
usually half a clip is plenty to kill someone. There is also room for making a
mistake because going full auto allows you to miss.
Pulse Rifles are best at mid-range because they deal more damage than an Auto
Rifle and often are more accurate at this distance. Up close you'll have issues
unless you are fairly accurate with headshots because of the three-round burst
that the Pulse Rifle fires. The Scout Rifles are great and medium to long range
for obvious reasons. The weapon fires slowly but aiming down the sights allow
great accuracy and this thing can pack a punch. Against any other weapon up
close and you'll have some real problems though. The Hand Cannon is great for
its ability to deal the highest damage but often comes with a much smaller clip.
This means you'll need to be very accurate, the best players and most accurate
ones will favor the Hand Cannon because it is definitely the most powerful in
almost any range.
Special Weapon Choice
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
For maps with close quarter combat, bring a Shotgun and you'll be able to
defeat your enemies in a single shot at an 8 meter distance. For maps with
distance bring a Sniper Rifle, usually two shots kills the enemy or a headshot
does the trick. Do remember that a Sniper Rifle will shine a red light when you
are aiming down the sights, if you see one yourself you'll want to run for
cover or face taking a bullet to the head. The Fusion Rifle is the tricky weapon
in terms of Specials because it can be used anywhere but isn't the easiest
weapon to fire. Like the Hand Cannon, the Fusion Rifle is the most powerful but
is also very unforgiving if you miss. Remember to replenish this ammo often if
you prefer Special Weapons.
Heavy Weapon Choice
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
First off, there is limited Heavy Weapon Ammo and it is announced before it
spawns. It will spawn 10 seconds after the announcement and usually fills about
half of your maximum. Wait for your teammates to get near you, they will gain
the ammo as well! The Machine Gun is great for mowing down lots of enemies, no
Primary Weapon can match it so you can go on a spree. The Rocket Launcher has
the benefit of being a deadly and swift killer with the ability to defeat a
group in a single shot. It has limited ammo however so you'll want to use it
sparingly, just don't be so stingy with it that you end up dying.
Crucible Marks & Rewards
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Winning a match in the Crucible will earn you 25 Crucible Reputation and 3
Crucible Marks. Losing will earn you 10 Crucible Reputation and only 3 Crucible
Marks. The loot system on the Reward screen is random and not based on your
performance so don't get discouraged if you played well but unfortunately did
not receive any gear. Likewise, if you are playing poorly don't give up, you
could still earn some reward for your participation!
Scoring in The Crucible
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Score +200
- Zone Control x3 [Kill bonus for holding three Zones in Control]
- Relic Salvaged [Your team salvaged a Relic]
Score +150
- Probe Neutralized [Neutralize the enemy probe]
Score +100
- Kill [Kill an opponent]
- 15 Kill Streak [Kill 15 enemies in a single life]
- Zone Control x2 [Kill bonus for holding two Zones in Control]
- Probe Deployed [Capture a Salvage Zone]
Score +75
- Interceptor Destroyed [Destroy an enemy Interceptor]
- Zone Captured [Capture a Control Zone]
Score +50
- Assist [Assist a teammate]
- First Place Kill [Kill the top scoring player in the match]
- 10 Kill Streak [Kill 10 enemies in a single life]
- Pike Destroyed [Destroy an enemy Pike]
- Turret Destroyed [Destroy an enemy turret]
- Revive [Revive an ally]
- Zone Control x1 [Kill bonus for holding one Zone in Control]
Score +25
- Crossfire [Assist an enemy]
- Super [Kill an enemy with an offensive Super
- 5 Kill Streak [Kill five enemies in a single life]
- Turret [Kill an enemy with the turret]
- Vehicle [Kill an enemy with a vehicle]
- Self-Resurrect [Resurrect yourself]
- Zone Neutralized [Neutralize a Control Zone]
- Zone Assault [Kill enemies while neutralizing/capturing a Zone in Control]
- Zone Defense [Kill enemies that are in or near an allied Control Zone]
- Probe Assault [Kill enemies near the enemy probe]
- Probe Defense [Kill enemies near your team's probe]
Score +15
- Support [An ally buffed with your Radiance or Ward kills an enemy]
- Heavy [Kill an enemy with a heavy weapon]
Score +10
- Headshot [Kill an enemy with a precision shot]
- Melee [Kill an enemy with a melee attack]
- Grenade [Kill an enemy with a grenade]
- Throwing Knife [Kill an enemy with the throwing knife]
Score +5
- Sparrow Destroyed [Destroy an enemy Sparrow]
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
> Game Modes <
/________________________________________________________\
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0802]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Clash
¯¯¯¯¯
- This is a 6 vs 6 Team Deathmatch. You and your team will fight all over the
map attempting to kill the enemy and score as many points as possible through
kills alone.
- Tips: You'll want to be a bit selfish in this mode. Go on the offensive and
aid your teammates when necessary but there are no objectives so it's easy
to be on your own often. Use Super Abilities based on your individual
preference and not based on a team decision.
Control
¯¯¯¯¯¯¯
- This is a 6 vs 6 Team Deathmatch. Commonly confused with Domination where you
you attempt to control zones for points over time, this game mode rewards the
team for taking Zones and gaining kills while the team has Control will earn
bonus points. Capturing a Zone also rewards Super Energy so you can use your
Super Ability faster.
- Tips: To score best in this mode focus on crowd control and zoning. Use a
Grenade to force your enemy away and control the objectives. Fist of Havoc,
Nova Bomb, Ward of Dawn, and Arc Blade are good choices for clearing and
protecting Zones. If you are looking for kills then opt for Golden Gun and
Radiance to rack up points while your team has Control.
Rumble
¯¯¯¯¯¯
- This is a 6 player Deathmatch. There are no teams, no one will watch your
back but you! You'll want to play highly aggressive so you can score the
most points.
- Tips: Bladedancers, Gunslingers, and Sunsingers will do best in this mode
because of their ability to defeat enemies in single combat. Grenades will
be a lifeline as you can block off a corridor and focus elsewhere. A Sunsinger
can use Radiant Skin, Firebolt Grenade, Viking Funeral, and Touch of Flame to
have a lethal kit in a one on one situation. Hunters kits are perfect either
way, though Tripmine Grenades and Arc Bolt are the more useful skills.
Skirmish
¯¯¯¯¯¯¯¯
- This is a 3 vs 3 Team Deathmatch. In addition to being able to fight as team,
you can Revive your teammates for bonus points and allows them to rejoin the
fight faster. Dying pays a higher penalty as the respawn timer is longer.
- Tips: This mode is about playing as a team so Golden Gun and Nova Bomb are not
going to be favored like in other modes. Strikers, Bladedancers, and Void-
walkers will thrive in defeating entire parties quickly but a Defender can use
a Ward to stop quite a few attacks allowing for a quick counter attack.
Salvage
¯¯¯¯¯¯¯
- This is a 3 vs 3 Team Deathmatch. Much like Skirmish you can Revive your
teammates but the true objective is to capture the Relic by deploying your
Ghost.
- Tips: Play this mode like you would with Skirmish and use your Super Ability
to claim the objective and not just to get a kill.
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
> Maps <
/________________________________________________________\
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0803]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Anomaly
¯¯¯¯¯¯¯
This map is fairly small and somewhat symmetrical. It's on a research base at
the Moon, designed with an inner and outer ring for combat. The inner ring is
the area near the artifact at the center of the base while the outer ring
consists of the caves and loading dock area. There are little corridors and
passages that connect the caves to the docking area, but only a few to the
inner ring. It's possible to fight in the open at the center but your are best
sticking on the move through the corridors. While sticking to the hallways you
want to have close range weapons. Mid-range weapons are useful as you move out
to the docking area but Sniper Rifles are not favored.
Melee combat and Shotguns should thrive here as you'll turn corners and could
bump into the enemy. Auto Rifles are also a great weapon to carry around for
transitioning between the inner and outer rings without fear of being unable to
take an enemy down. Stick to Rocket Launchers in this map when it comes to the
Heavy Weapons, it's too simple to fire a rocket down a narrow path for a kill.
Use the Motion Tracker to the best of your ability, it's difficult in the inner
ring so it's best to make that just a passing through area though you should
always be ready for a right.
Asylum
¯¯¯¯¯¯
In the remnants of an old city on Venus you'll find this wonderful map. With
overgrown streets and buildings, this is a perfect mix of urban combat. Use the
buildings as cover and the street to transition between them. Most of the
structures are ruined with multiple entry points so there isn't a single place
to sit and hide. Behind the large water container you find a decent spot to
snipe down the main way but you still are left open at some point. When you do
need to hide it's best to crouch on the upper levels to make your pings on the
Motion Tracker more faint.
In order to thrive on this map you'll need to pay attention to the Motion
Tracker and always check the hallways that transition into the street as it is
ripe for combat. Camping in one of the buildings will likely leave you exposed
unless you are in a team mode with others though being so close together leaves
you open to a Rocket Launcher or Super Ability that will devastate the entire
group. Keep on the move between buildings to confuse your enemy and constantly
crouch behind the small walls to throw your opponent off.
Bastion
¯¯¯¯¯¯¯
This map is on Mars and features many of the structures you'd see there from
the Cabal and Vex. Travel by Sparrow is recommended unless you are able to
acquire a Pike or Interceptor. The roads intertwine forming a figure eight
with the buildings in between. Buildings are connected by a bridge that leaves
players vulnerable to Sniper fire. Each building has a turret on the street
side to deal with the vehicles but will be exposed from the buildings. There is
a slight elevation change through the middle and more gradual increase along the
edges.
This map is great if you are a good Sniper. There are numerous spots among the
rocks and buildings to hide in and crouch to avoid being seen often. Aiming down
the middle of the map allows plenty to shoot at. If you want to use the Pike
and Interceptor then stick to the outside portions of the road and aim inward
so you are avoiding the turrets that can easily mow you down. Fighting in the
buildings is perfect if you like to use Fusion Rifles and Shotguns, you'll be
able to defeat numerous enemies with some craft maneuvering. The Motion Tracker
can be deceptive in this map so be careful trusting it.
Blind Watch
¯¯¯¯¯¯¯¯¯¯¯
On a former human city in Mars you'll find this hydroponics and water
processing facility. One half of the map is tightly woven infrastructure for
close quarters combat and the other half opens up into a multi-tiered bonanza.
The large turbine spins slowly round and round, leaving gaps to enter and leave
from. The tanks outside provide cover and way to elevate, looking down at
opponents that are near the building. There is an overhang in the back of the
building with an open window to allow quick access in and out, of course you
could always use the door.
In terms of strategy, you'll simply want to play with whatever you are best
at and stick to it. Perhaps a combination of both short range and long range
weapons like a Hand Cannon and Sniper Rifle or an Auto Rifle and Fusion Rifle
would work out for the areas of transition. The map lends itself to many
avenues of attack so be sure to explore the different ways you can enter and
leave the building to attack your enemies outside or sneak in from the outside
to surprise them. In terms of the Motion Tracker, it shouldn't be hard to tell
where an enemy is unless they are directly above you. The different elevation
lends to confusion sometimes so instead rely on what you can see in those
situations or head for cover.
Burning Shrine
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This structure is high tech and Vex-like as the hallways and structures are
designed in that style. In the middle of the map you'll find a set of rotating
barriers that allow you to run or jump through in order to reach the next room.
Both sides are roughly symmetrical with tight pathways that lead back into
much larger rooms. In this map you'll want to avoid using long range weapons
and instead equip a Shotgun, Auto Rifles, and Fusion Rifles for the easiest
kills.
Use the raised platforms to your advantage. One runs through the middle of the
map and makes an easy way to transition between the main hallways. Hiding in the
larger rooms works well to, sitting in the corner then unleashing a full on
assault is often too much of a surprise for your enemy to overcome. Remember to
use your grenades to flush enemies out, if you have Seeker-style grenades use
them to gain further knowledge about the location of the enemy.
Exodus Blue
¯¯¯¯¯¯¯¯¯¯¯
This map is currently a timed exclusive for Playstation 3 and Playstation 4.
The map is full of life and really interesting on any game mode. It takes place
in a junk yard near a fuel line, some buildings abound but are ruined. It's
pretty much a giant rectangle with different angles into each of the main areas.
The center is a large building with numerous entry ways and is always a mainstay
for large battles. You'll be able to take cover almost anywhere and use almost
any weapon you want on this map, though short and mid range will flourish more
than a Sniper Rifle.
As mentioned, most of the combat will take place around the central area with
the large building with many entrances, referred to as Zone B during Control
matches. It's easy to stay closer to the outside, near what is called Zone C
during Control, and look inward. Grenades and melee modifier will play a large
role the close quarters combat so if you are going in just make sure you are
able to unleash a flurry of skills or you'll likely die. The map is still made
up of several lanes around the central building though, so it's easy to use the
Motion Tracker to determine where your enemy is located -- take advantage of
this common assumption by crouching along the perimeter.
Firebase Delphi
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The firebase is a Cabal outpost with a mixture of combat between the facility
interior and outside on Mars. The facility itself is designed for the large
stature of the Cabal so the hallways are huge don't feature a lot of cover.
The command center has two levels with the upper portion overlooking the front
and the lower level that connects outside as well as into the main hallway. This
hallway is the central one and is always a high traffic area so enter at your
own risk, prepared to take some heavy fire. Use the missile rack in the middle
as cover if you are just passing by or likewise stick to a corner for an ambush.
The map lends itself to more of a "run and gun" philosophy. Sitting safely,
if anywhere, is likely a spot where you can't find enemies like the outside
outposts backside. It's a safe location but there isn't high traffic as the
interior will always draw the firefights. Use a Fusion Rifle or Shotgun as your
Special Weapon then a Hand Cannon/Auto Rifle as your Primary. This should allow
you to run and shoot then continue running as you recover. It's hard to use the
Motion Tracker in this area to determine where the enemy may be located but in
the open rooms it's also hard to not see the enemy if they are present.
First Light
¯¯¯¯¯¯¯¯¯¯¯
The layout of First Light is the ruins of a human research facility on the
Moon. The map is large and open like the Bastion map and features the Pikes and
Interceptors present in that map. Unlike the Bastion, the middle of the area is
littered with lunar domes that have holes in them, allowing access to those
brave enough to leap into the unknown. Moving through the interior of the
facility is often the safest way to reach the far side where the opposing team
can be found though mounting a vehicle gets the job done too if you can evade
fire from the turrets near each teams spawn.
This map is a snipers heaven, the long range combat plays to their strength
as it's easy to sit behind cover overlooking the research facility and to sit
behind rocks along the outskirts looking inward and around the outer banks. As
you would imagine, close range weapons and mid range weapons will do well in the
dome-shaped buildings. Grenades and Super Abilities will thrive, remember that
the Gunslinger's Golden Gun can destroy vehicles in a single shot as well! A
Fusion Rifle is likely your best friend during a match of Control or Clash, just
keep away from areas that are open outside or you're going to get picked off by
a sniper.
Rusted Lands
¯¯¯¯¯¯¯¯¯¯¯¯
An overgrown and destroyed factory complex is where the Rusted Lands takes
place. The battlefield is a mixture of interior and exterior combat with the
ability to shoot across the map or take cover inside a building and stalk your
enemy. There is one center lane that leads Zone A towards Zone C in a Control
match, it draws most of the attention but there are a few useful locations to
sit if you would prefer to remain hidden. There are several ways to reach the
central lane and almost any number of ways to circle around the buildings so
this map will require vast knowledge of these exits and good use of the Motion
Tracker.
If you can lockdown a portion of the map, mainly the corners, you'll be able
to use the Motion Tracker to get the jump on enemies. Towards the water behind
the numerous buildings is a good spot to hold onto. The opposite corner in the
building is somewhat harder to defend because of the numerous entrances but it
plays well with a Fusion Rifle. The corner with the crashed Hive ship is the
most open of the areas and is best defended with an Auto Rifle. The final corner
behind the water container is great for sniping down the lane.
Shores of Time
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In the jungles of Venus you'll find this Vex influenced landscape. Like the
Vex, this map is deceptively complex as it's a mixture of ruined human outposts
and Vex integration. Areas around the outside are simply open cliffs so be
careful fighting there or you may wind up falling to your death. The central
area is the Vex structure and it offers ways around to the rest of the map but
that means it will also be high traffic and full of combat. Enter at your own
risk, just expect someone to always be there. The outside of the map can be a
bit open and allow room for Sniper Rifles to come into play, but mainly mid and
close range weapons are fine.
You'll have the opportunity to play to your strength on this map regardless
of what it may be. Inside the central area just focus on powerful close range
weapons like a Shotgun, Hand Cannon, or Fusion Rifle to eliminate players who
choose to cross through the shortest path. Likewise an Auto Rifle/Sniper Rifle
combination will allow you to lockdown certain corners of the outer ring. The
Motion Tracker is almost a dead giveaway on this map because there aren't many
numerous angles to enter from but there are lots of different ways to enter that
singular path.
Twilight Gap
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This map is interesting because it takes place along the wall of the Tower and
the City, the Traveler visible in the sky. This is a fortified structure with
numerous ways to get around the multi-tiered area. The complexity of the map
comes from the numerous fences that allow visibility but the inability to fire
through and the many points of conflict that could be the mainstay for combat.
The map generally a square with the front side being the cannons aimed outward
and the back being the cable car/radar facility. The catwalks offer a way to
transition, albeit dangerously in the open, from one side to another quickly.
The complexity of the map gives way to team combat over singular play,
pending a Super Ability. The multiple routes and elevations often make it hard
to pinpoint an enemy and finding one usually means another has found you from
a different angle. The edges of the map are best for a lone wolf character like
Hunters, but a Defender Titan or Voidwalker Warlock will be able to clear large
groups together and can benefit from going rogue as well. It's best not to stay
in one place for too long as someone is bound to find you, regardless of your
crouching status or not.
___________________________
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________________________ The Vault of Glass ________________________
\\_________________________// [0900]
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\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
> Raise the Spire <
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Approach this area and you'll notice a cliff that is just high enough to where
you cannot leap up it, perhaps if you are skilled enough to make it you can.
Regardless, head around the left side and position two players at Sync Plate #1,
two at Sync Plate #2, and finally two more at Sync Plate #3. Make sure each
team of two is comfortable playing with the other then take control of the Sync
Plates. This will start to form the spire, which in turn opens the Vault of
Glass Door. The downside is that enemies will begin to spawn and you'll need to
keep them out in order to maintain control of the Sync Plates, failure to keep
the Praetorians out of the Sync Plate area will cause the spire to slowly begin
deconstructing. You do not need to stand in the Sync Plate area, just defend it
like in The Crucible game mode Control.
Harpies and Goblins make up the majority of the attackers and are easy enough
to deal with without much coordination. When a Minotaur spawns you'll want to
call it out and have everyone focus it down since this Vex lacks a weak point
and often blinks forward to deal massive damage. Gaining entry to the Vault of
Glass is simple enough, but it's definitely a check to make sure your team is
at a high enough level. Team 1 should be at Sync Plate #1 and defending against
Enemy Spawn #1 and #2 with assistance from Team 2. Likewise, Team 3 will be
defending against Enemy Spawn #3 and #4 with assistance from Team 2. As you
enter the Vault of Glass you should notice the first Loot Chest to the side.
Legend
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Large Circle: Vault Door
(#): Sync Plate
[#]: Enemy Spawn Location
.'''.
( )
'...'
[2] [3]
(2)
.--------------------------------.
(1) / \ (3)
. .
/ \
| |
[1] | Spawn | [4]
| |
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\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
> The Templar <
/________________________________________________________\
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Templar Mechanics and Terminology
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This encounter begins when you jump down from the ledge and is composed of
three phases. Before you get started there are a few things you'll need to know
or you'll have a difficult time.
Construct
- This needs to be defended from the Vex that are trying to sacrifice themselves
and there are three in total.
Fanatic
- This is a poisonous Goblin that can tag a player with the Mark of Negation. It
also leaves behind pools of poison that can inflict this debuff on the player.
Mark of Negation
- A debuff that is inflicted by Fanatics and the green pools they leave behind.
Ritual of Negation
- This ability is used by the Templar to kill any player afflicted with Mark of
Negation.
Cleansing Ring
- This glowing ring is in the center and will cleanse the Mark of Negation
debuff. This object is not present during the Boss Phase.
Hobgoblin
- This is a standard Hobgoblin that has a weak point at it's yellow center. If
you do not defeat it in a single shot, the Hobgoblin will put up a Solar
Shield and you'll need to wait to defeat it. They snipe from the corners and
can cause a lot of trouble.
Oracle
- Seven of these glowing golden orbs will spawn around the map. If they are not
all defeated then they will cast Mark of Negation and effect the entire party
which will be immediately followed by Ritual of Negation from the Templar.
Relic
- This is a special item like the Sword of Crota but it has an important use in
that it's Super Ability allows you to break the shield of the Templar. This
item must be held at all times, if the user is defeated then the Relic must
be picked up within 6 seconds.
Curse of the Aegis
- This is an ability that will kill all members of the party if the Relic is
not in use for more than 6 seconds.
Suppression Field
- When the Templar's shield is broken a few players will be encased in this
field that needs to be destroyed or the player will die.
Enrage
- After about 10 minutes the Templar will enrage and spawn more Oracles and
Minotaurs will spawn with the Harpies.
Phase 1 - Gauntlet
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During this phase your objective is to protect the Construct from the Vex
that are attempting to sacrifice themselves to it. The first wave will have a
single Construct active at the top of the staircase and should be defended by
the entire party. The Fanatics will need to be lured away so that Mark of
Negation is not transferred to anyone and the Negation Pools are not near the
rest of the group. If someone is afflicted with Mark of Negation then head to
the Cleansing Ring to remove it.
The second wave brings a Construct on the left and on the right. Have two
groups already designated for these locations and treat it like the first wave.
The third and final wave will have three Constructs, one in each of the previous
locations. Split the team into groups of two and defend as you have been. The
Constructs will despawn once you've defended them long enough and the second
phase will begin. You receive a checkpoint for clearing the Gauntlet.
Phase 2 - Oracles
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Oracles will spawn during this phase, they are hard to miss as they are gold
and bright. They can spawn in 7 different locations, 3 to the left and to the
right, then 1 at the top of the stairs. There are 12 rounds of Oracles, so just
stay spread out and use powerful attacks to defeat the Oracles quickly. Super
Abilities can break them in a single shot, this makes the Golden Gun very
useful for it can break three Oracles in one Super. Once you have completed
this phase you'll get a breather and some loot. You receive a checkpoint for
clearing the Oracles.
Phase 3 - The Templar
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Once the Oracles have been defeated the Relic will appear inside the
Cleansing Ring. To start this phase pick up the Relic, but before doing that
you'll want to set up and determine which strategy you want to use. There is a
location off to the left of the Templar where a Hobgoblin normally sits. It's a
ways out on some floating structures but going up there is perfect because you
can avoid the Harpies that will spawn and not worry about the Oracles. Group up
here and use the Relic to cleanse the Mark of Negation on the party, then use
the Super Ability of the Relic to break the Templar's shield. From here you can
start unloading on this foe and you'll be fine even if the Templar enrages for
some reason.
If you feel the previous strategy is a bit cheesy and would rather fight with
the additional Vex joining the fray then you'll need to spread out. Keep an eye
on the Oracle and defeat it when it emerges, this takes priority. Afterward,
take down the Templar's shield and start tearing it up. From here the Templar
will want to teleport. There are 5 locations it can teleport, two on the left
and two on right, then the starting spot. If you stand on the area where the
Templar is trying to teleport it will cancel the teleport and the Templar's
shield will stay down so do your best to interrupt the teleport! If the boss
Enrages then you'll be faced with even more Vex, so much so that you'll likely
die so try to end the fight quickly. With the Templar defeated you will receive
some loot and gain access to the Gorgons' Labyrinth. You receive a checkpoint
for defeating the Templar.
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\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
> The Gorgons' Labyrinth <
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¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Locating Treasure
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The objective is to make it past the Gorgons, a Harpie variation, without
being seen or heard. Notifying any one of them causes it to cast Gorgons' Gaze
which kills everyone and forces a restart at the checkpoint. There are Loot
Chests in here though, so get them before leaving! Start by going down the river
until the path splits. Take the right path and have a Hunter stealth up to
ensure it's alright to move up, be sure not to sprint. At the end of the
hallway is a set of stairs that leads to a large platform, centered on this is
a Loot Chest.
Start back again from the beginning and go left this time. Cross the river to
the left and into a crevass. From here you'll simply need to leap back and forth
up the narrow area, use the middle platform to elevate to the top. Simply run to
the end of the cave to find the second Loot Chest. Head back to the beginning
now so you can leave.
Escaping the Labyrinth
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
From the entrance, head up to the big rock in front of you. Have a Hunter
check up that it's safe then look towards the back where you'll see four large
pillars. Sneak past the Gorgon when it starts to head back to the right. Follow
it a ways to the right and behind a rock is an opening that leads to the next
area, a jumping puzzle. You will receive a checkpoint for exiting the Gorgons'
Labyrinth.
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\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
> Jump Puzzle <
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¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Navigating the Platforms
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There are floating platforms that will appear and disappear at intervals,
requiring you to quickly navigate them. Head off to the left and wait for the
platform to appear in front of you. Begin making your way progressively and
swiftly to the next platform that appears until you can leap to the wall on
the right side. Hug the wall, it gets pretty narrow but eventually you'll be
able to leap to other side safely. For reaching the otherside you will receive
a checkpoint.
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
> Atheon, Time's Conflux <
/________________________________________________________\
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Atheon Mechanics and Terminology
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Gatekeeper
- This enemy needs to be defeated in order to gain access to the Sync Plates.
There is one in the present, one if the past, and one in the future.
Sync Plate
- These plates work like at the beginning of the raid. You'll need to control
them in order to open the Time Gates.
Time Gate
- The left gate leads to the past and the right gate leads to the future.
Oracle
- Like in the Templar fight, Oracles can spawn but only if you lose control of
the Sync Plate. In the past or present during Phase 2 there will be a large
number of these.
Relic
- A Relic like you used in the Templar battle will appear in either the past or
future once a Gatekeeper has been defeated. It is brought to the present to
assist the Guardians.
Marked by the Void
- This is a debuff acquired from being in the past or future after killing the
Gatekeeper. This is cleansed by the Relic.
Supplicants
- These are Harpies that are kamikaze, dashing in and exploding near you. With
that in mind, they are a priority.
Enrage
- After about 10 minutes, Atheon will enrage. This means that Supplicants will
begin to spawn at the back of the room where you entered.
Time's Vengeance
- After destroying the final Red Oracle all players receive a 30 second buff
that increases damage output to Atheon by about 5 times. Super and Grenade
cooldowns are near non-existent so you'll be able to go all out.
Phase 1 - Kill the Gatekeeper
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The first phase is pretty simple. Just kill the Hobgoblins and Goblins, then
down the Gatekeeper because more enemies will continue to spawn. The trick to
the battle begins with next phase.
Phase 2 - Collect the Relics
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There are two Time Gates in this area and you'll need to go through both of
them. Like in the initial entry to the Vault of Glass, you'll need to open up
the Time Gate by standing on the corresponding Sync Plate. Start with the left
side, this take you to the past where everything is desert-like. You'll want to
have four people defend the Sync Plate, if a Praetorian enters and the Vex take
over then a Red Oracle will spawn above the portal which must be defeated or it
will wipe the party. Two people will enter the portal and defeat the two
Praetorians and Goblins, then defeat the Gatekeeper. At the back of the area is
a Relic. With the Gatekeeper defeated you will be Marked by the Void, so the
Relic wielder must use L1/Left Trigger (Grenade) to place up a barrier that
cleanses the Mark.
The players inside will exit and the Sync Plate no longer needs to be
defended. A Conflux will spawn once this happens so two players need to defend
the Conflux, two need to defend the right portal, and the Relic wielder plus the
other person needs to enter the future (right-portal) which is lush and jungle-
like. Here, it's simple to use the Relic's Super Ability to torch the Gatekeeper
quickly then grab the other Relic and return to the present. The players that
are defending outside needs to go all out to keep anything from sacrificing to
the Conflux or taking over the Sync Plate. Defend the two Conflux in the center
for a minute or two and the next phase will begin immediately.
Phase 3 - Defeat Atheon
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The last part was pretty hard but this final phase simply requires execution.
The mechanics are fairly simple, Atheon will appear and walk around for a minute
then will teleport the three people furthest away from him to either the past or
the present. Designate three players from the get go, they will always stand
at the back towards the door and just hide until teleported. From here the two
groups must work together, separately.
The group that is teleported is spawned on top of the Relic. One player must
immediately pick this up as all three are Marked by the Void. The past (left
side, desert) has three Hobgoblins, the best way to deal with them is to have
two players shoot them quickly to produce their Solar Shield then have the Relic
wield do a leaping smash (Jump + R2/Right Trigger). This will defeat the enemies
and let the other two focus on their next task, destroying the quickly spawning
Oracles. They will always spawn in the same order, in the same location. Use
the Relic to cleanse the Mark periodically then exit once all Oracles have been
destroyed as Time's Vengeance will trigger. If you are on the right side (future
with jungle) then you'll have to contend with a Praetorian. Have the two players
shoot the enemy with Void damage to quickly break the shield, this will allow
the Relic user to easily defeat them. From here, destroy the Oracles as normal.
The group outside has it a little bit easier but it's still tough. After the
group is teleported to the past or future, Atheon will begin to summon the
Supplicants. These nasty little Harpies will explode if they get close enough to
you and it's usually an instant kill. You can bait them and Double Jump at the
last moment, but it's risky and best to simply stand on the Sync Plate columns.
One player should be on each Sync Plate column, this will allow the portal to
spawn without having to worry about what side the other group was teleported to.
From here, the three will need to do their best to defeat the Supplicants
quickly to keep the area clear of instant death attacks.
When the group that was teleported returns to the present the Relic wield will
call out that everyone is through, it's also best to know which way to turn when
you come out of the portal (turn right if you were in the future, turn left if
you were in the past). Turning in the right direction is critical because the
entire group will need to group up on the floating platform between the two
portals. This will allow the Relic wield to use the shield effect (L1/Left
Trigger/Grenade), simply hold it down and have everyone else stand behind him.
This allows the party to damage Atheon with all their might while not taking any
damage! The effect recharges constantly with the Time's Vengeance buff so it
won't go away, though you can take splash damage so you must stand behind the
Relic wielder. Give a countdown to the 3-4 second mark so the group can split
back to their normal positions and repeat the cycle. It should take about 4-5
times going to the Future/Past to defeat Atheon. When you do the split it is
often beneficial to drop a Ward of Dawn to avoid unnecessary damage before
making the leap.
___________________________
________________________//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\\________________________
________________________ Bounties ________________________
\\_________________________// [1000]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Crucible Bounties
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
All For One
- Complete 5 Skirmish Matches.
- Compete for honor. For pride. For survival. Band together and face a rival
Fireteam in heated combat to test your mettle.
Ash and Dust
- Defeat 15 Guardians with a Rocket Launcher.
- Command the battlefield with heavy munitions. Familiarize yourself with
Crux/Lomar’s array of rocket launchers and teach your fellow Guardians how to
take punishment.
- Reward: Crucible Reputation +50, Experience +2500
Back Scratcher
- Earn 50 Assists in the Crucible.
- Fight as a unit and protect your Fireteam. Individual glory will only lead to
defeat.
- Reward: Crucible Reputation +50, Experience +2500
Broken Scholar
- Defeat 25 Warlocks in the Crucible.
- Combat skills are honed through experience and Guardians know there is no
greater test than the trials of Crucible. Face your fellow Guardians in
combat and prove your might.
- Rewards: Crucible Reputation +75, Experience +3750
Death or Glory
- Complete 5 Clash Matches.
- Compete for honor. For pride. For survival. Join with other Guardians to
test your teamwork and combat skills.
- Reward: Crucible Reputation +100, Experience +5000
Dominion
- Complete 5 Control Matches.
- Compete for honor. For pride. For survival. And master the strategies of
battlefield control to become an even greater Guardian.
- Reward: Crucible Reputation +100, Experience +5000
Electrocutioner
- Earn 10 Fusion Rifle Sprees in the Crucible.
- It takes patience and unwavering nerve to expertly wield a fusion rifle. Test
your resolve.
- Reward: Crucible Reputation +100, Experience +5000
First Blood
- Earn 3 First Blood medals.
- There is no room for fear. Advance without hesitation.
- Reward: Crucible Reputation +100, Experience +5000
Forged in Fire
- Win 3 Crucible Matches.
- Claim victory in the fires of the Crucible.
- Reward: Crucible Reputation +100, Experience +5000
Headhunter
- Defeat 50 Guardians with headshots.
- To eliminate a threat quickly, you must have unwavering focus and no mercy.
Aim for the head; your enemy will surely do the same.
- Reward: Crucible Reputation +100, Experience +5000
In the Zone
- Capture 10 Zones in Control.
- Skill is important, but teamwork and the ability to control a combat zone are
the keys to victory. Show your fellow Guardians that strategy is as powerful
as any weapon.
Light the Way
- Defeat 15 Guardians using a Super.
- Channel your Light to unleash devastation on your enemies. Show them what
true power is, so they can truly understand what it means to be a Guardian of
the City.
- Reward: Crucible Reputation +50, Experience +2500
Longshot
- Defeat 15 Guardians with headshots using a Sniper Rifle.
- Patience and a keen eye are hallmarks of an expert marksman. Teach your
fellow Guardians that they cannot hide.
- Rewards: Crucible Reputation +100, Experience +5000
Never See You Coming
- Defeat 10 Guardians from behind.
- Learning to strike at the opportune time will go a long way toward ensuring
your continued survival.
- Reward: Crucible Reputation +100, Experience +5000
No Riding Zone
- Defeat 10 Guardians on Vehicles.
- Track enemy vehicles, and learn to dismount the riders by force.
- Reward: Crucible Reputation +100, Experience +5000
Party’s Over
- Earn 5 Enforcer medals.
- Removing hardened killers from the battlefield is key to victory. Track down
your main threats and put an end to their sprees.
- Reward: Crucible Reputation +100, Experience +5000
Pull the Pin
- Defeat 20 Guardians with Grenades.
- Learn how to use your grenade abilities for maximum effect.
Reclamation
- Complete 5 Salvage Matches.
- Compete for honor. For pride. For survival. Learn to salvage the secrets of
our past by challenging your fellow Guardians in a hunt for relics.
- Reward: Crucible Reputation +100, Experience +5000
Relic Hunter
- Participate in 10 Salvage Zone captures.
- You cannot afford to be distracted by thoughts of glory. Prove that you can
stay focused on the mission.
- Reward: Crucible Reputation +50, Experience +2500
Revengeance
- Earn 5 Postmortem medals.
- Violence breeds violence. Take your revenge on anyone who defeats you.
- Reward: Crucible Reputation +100, Experience +5000
Shake the Pillars
- Defeat 25 Titans in the Crucible.
- Combat skills are honed through experience and Guardians know there is no
greater test than the trials of Crucible. Face your fellow Guardians in
combat and prove your might.
- Reward: Crucible Reputation +75, Experience +3750
Stay Golden
- Complete 5 Rumble Matches.
- Compete for honor. For pride. For survival. Test yourself in unrelenting
combat to sharpen your resolve and find the limits of your courage.
- Reward: Crucible Reputation +100, Experience +5000
Stopping Power
- Earn 10 Buckshot Bruiser medals.
- Find a nice little room and start a massacre.
- Reward: Crucible Reputation +100, Experience +5000
Target Practice
- Earn 10 Gunslinger medals.
- A quick draw and true aim will serve you well. Show you’ve got the reflexes
and steady hand needed to survive in the wild.
That’s How I Roll
- Earn 5 Multikill medals.
- Eliminate threats en masse to break their spirits and gain the momentum.
- Reward: Crucible Reputation +100, Experience +5000
The Wild Hunt
- Defeat 25 Hunters in the Crucible.
- Combat skills are honed through experience and Guardians know there is no
greater test than the trials of Crucible. Face your fellow Guardians in
combat and prove your might.
- Rewards: Crucible Reputation +75, Experience +3750
Throw Down
- Defeat 20 Guardians with your melee attack.
- Anyone can face adversity with an arsenal at their disposal. Close-quarters
combat is a true reckoning of grit.
- Reward: Crucible Reputation +100, Experience +5000
Vanguard Bounties
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Body Dropper
- Kill 100 enemies without dying.
- If we are to defeat the Darkness, you must be able to face the hordes,
unblinking. Venture into the wild and send our enemies a message they won’t
forget.
- Rewards: Vanguard Reputation +50, Experience +2500
Cabal Command
- Kill 10 Cabal Majors or Ultras.
- There are countless targets on the battlefield. Focus on the Cabal’s command
units to weaken their resolve and test your own mettle.
Cleansing Light
- Kill 3 or more enemies with a single super use, 20 times.
- The Light is a gift with which to burn away the Darkness. Use it wisely, and
your path forward will always be clear.
- Reward: Vanguard Reputation +50, Experience +2500
Exalted Hive
- Kill 10 Hive Majors or Ultras.
- There are countless targets on the battlefield. Focus on the Hive’s champions
to weaken their resolve.
Fallen Leaders
- Kill 10 Fallen Majors or Ultras.
- There are countless targets on the battlefield. Focus on the Fallen leaders
to sow fear.
- Reward: Vanguard Reputation +100, Experience +5000
It’s All in the Head
- Kill 100 enemies with precision damage.
- Show your skill by removing threats with precise, measured aggression.
- Reward: Vanguard Reputation +50, Experience +2500
Knuckleduster
- Melee-kill 30 enemies without dying. Firearms are simply a tool. YOU are the
weapon.
- Reward: Vanguard Reputation +50, Experience +2500
One for All
- Achieve Gold Tier rating in Public Events.
- The only path to victory is cooperation. Show that you can work with other
Guardians to achieve goals and eliminate threats.
- Rewards: Vanguard Reputation +100, Experience +5000
Overcharge
- Kill 2 enemies at once with a Fusion Rifle, 20 times.
- The technology used to create Fusion Rifles is volatile and open for
experimentation. Push the limits to see what kind of trouble you can cause.
- Rewards: Vanguard Reputation +100, Experience +5000
Patrol Cosmodrome
- Complete 6 Patrol missions in the Cosmodrome. There are problems out in the
wilderness that only a Guardian can solve.
- Rewards: Vanguard Reputation +50, Experience +2500
Patrol Mars
- Complete 6 Patrol missions on Mars.
- There are problems out in the wilderness that only a Guardian can solve.
- Rewards: Vanguard Reputation +50, Experience +2500
Patrol the Moon
- Complete 6 Patrol missions on the Moon.
- There are problems out in the wilderness that only a Guardian can solve.
- Rewards: Vanguard Reputation +50, Experience +2500
Patrol Venus
- Complete 6 Patrol missions on Venus.
- There are problems out in the wilderness that only a Guardian can solve.
- Rewards: Vanguard Reputation +50, Experience +2500
Predator and Prey
- Kill 20 enemies without taking damage from them.
- All Guardians can fight, but only the truly skilled can face our greatest
dangers and walk away unscathed.
- Rewards: Vanguard Reputation +50, Experience +2500
Relic Harvest - Cosmodrome
- Collect 200 Sensor Mites in Cosmodrome.
- Collect Golden Age sensor mites from our enemies in the Cosmodrome. They’re
drawn to power, so stronger enemies will contain more.
- Rewards: Vanguard Reputation +50, Experience +2500
Relic Harvest - Mars
- Collect 200 Olympus Tears on Mars.
- A lost machine fills Mars’ air with Olympus Tears. They attach to Vex and
Cabal tech, particularly if it’s powerful. Kill enemies and harvest their
Tears.
- Rewards: Vanguard Reputation +50, Experience +2500
Relic Harvest - Moon
- Collect 200 Impact Shards on the Moon.
- Our enemies on the Moon gather strange meteor shards. Claim them for the City.
Powerful enemies serve as collection points; they’ll have more.
- Rewards: Vanguard Reputation +50, Experience +2500
Relic Harvest - Venus
- Collect 200 Pumice Threads on Venus.
- Our enemies seem to value the pumice thread found on Venus. Gather it from the
enemy dead. Powerful foes likely carry more.
- Rewards: Vanguard Reputation +50, Experience +2500
TARGET: Aksor, Archon Priest
- Defeat Aksor, Archon Priest in the “Winter’s Run” Strike on Venus.
- The House of Winter has liberated an Archon Priest from prison on the Reef.
Rally a Fireteam and hunt him down.
- Reward: Vanguard Reputation +50, Experience +2500
TARGET: Bracus Tha’aurn
- Defeat Bracus Tha’aurn in “The Buried City” mission on Mars, with the Heroic
or Epic modifier active.
- A heavily armed Cabal expedition has made its way into the Buried City. Find
them and defeat their leader, Bracus Tha’aurn, before they find what they’re
after.
- Rewards: Vanguard Reputation +100, Experience +5000
TARGET: Divisive Mind
- Defeat the Divisive Mind in “The Black Garden” mission on Mars, with the
Heroic or Epic modifier active.
- As long as the Divisive Mind stands guard over the Black Garden, we will
never be safe. Find it, kill it.
TARGET: Frigoris, Exiled Baron
- Defeat Frigoris in the “Shrine of Oryx” mission on the Moon, with the Heroic
or Epic modifier active.
- Frigoris, an exiled Fallen Baron, has risked an assault on the Hive. It will
be risky, but there may never be a better chance—track him through the
Hellmouth and eliminate him.
- Rewards: Vanguard Reputation +100, Experience +5000
TARGET: Grayliks, Winter Baron
- Defeat Grayliks in “The Archive” mission on Venus, with the Heroic or Epic
modifier active.
- Grayliks, a baron of the Fallen House of Winter, has been sighted near the
Archive on Venus. Hunt him down and end his reign of terror.
- Rewards: Vanguard Reputation +100, Experience +5000
TARGET: Merok, Eir Prince
- Defeat Merok in the “Sword of Crota” mission on the Moon, with the Heroic or
Epic modifier active.
- End the malignant existence of Merok, whose every step is a transgression.
- Rewards: Vanguard Reputation +100, Experience +5000
TARGET: Phogoth
- Defeat Phogoth, the Untamed in “The Summoning Pits” Strike on the Moon.
- The Hive are breeding a terrible abomination in their Summoning Pits. Join
with other brave Guardians and face this horror.
TARGET: Primus Sha’aull
- Defeat Primus Shau’ull in “The Garden’s Spire” mission on Mars, with the
Heroic or Epic modifier active.
- The Consensus has sanctioned the assassination of Cabal leader Primus
Sha’aull.
- Rewards: Vanguard Reputation +100, Experience +5000
TARGET: Prohibitive Mind
- Defeat the Prohibitive Mind in the “Rising Tide” mission on Mars, with the
Heroic or Epic modifier active.
- The Prohibitive Mind is a danger to any Guardians brave enough to challenge
the Vex. Journey to Mars and destroy it.
TARGET: Sardok, Eye of Oryx
- Defeat Sardok in the “Shrine of Oryx” mission on the Moon, with the Heroic or
Epic modifier active.
- Vanquish Sardok, custodian of the dread Shrine of Oryx.
TARGET: Sekrion
- Defeat Nexus Mind Sekrion in the “Nexus” Strike on Venus.
- Somewhere below the Academy on Venus, a powerful Vex Hydra is infecting the
planet. Take a Fireteam to the Ishtar Sink and stop this machine before it
spreads further.
- Reward: Vanguard Reputation +50, Experience +2500
TARGET: Sepiks Prime
- Defeat Sepiks Prime in “The Devils’ Lair” Strike on Earth.
- There have been reports of an exalted Servitor hidden in the ruins of the
Cosmodrome. Join with a Fireteam and eliminate this threat.
- Reward: Vanguard Reputation +50, Experience +2500
TARGET: Simiks-3
- Defeat Simiks-3 in “The Archive” mission on Venus, with the Heroic or Epic
modifier active.
- The Fallen Servitor, Simiks-3, is attempting to plunder the secrets of the
Archive. Get to Venus and stop it, before the Academy’s secrets are lost
forever.
- Rewards: Vanguard Reputation +100, Experience +5000
TARGET: Telthor, Unborn
- Defeat Telthor in the “Chamber of Night” mission on the Moon, with the
Heroic or Epic modifier active.
- Find the abomination called Telthor, Unborn and release the universe from
the burden of its existence.
- Rewards: Vanguard Reputation +100, Experience +5000
TARGET: Valus Ta’aurc
- Defeat Valus Ta’aurc in the “Cerberus Vae III” Strike on Mars.
- Valus Ta’aurc, the Fleet Commander of the Cabal Siege Dancers, has been
located outside of Freehold. Join with a Fireteam and eliminate Ta’aurc and
his lieutenants.
TARGET: Zydron, Gate Lord
- Defeat Zydron in the “Eye of a Gate Lord” mission on Venus, with the Heroic
or Epic modifier active.
- Zydron protects the massive Vex portal at the apex of the Endless Steps.
Find the portal, ascend the steps, and kill the Gate Lord.
The Bigger They Are
- Complete any Strike with the Heroic or Epic modifier active.
- Greater challenges come with greater rewards.
Unstoppable
- Earn 9000 Experience without dying.
- It is not enough to simply fight. Guardians must survive. Show the Vanguard
you have what it takes to maintain your resolve against all threats, and you
will be rewarded.
- Reward: Vanguard Reputation +50, Experience +2500
Vex Minds
- Kill 10 Vex Majors or Ultras.
- Target the powerful Vex Minds to disrupt their command network.
Walking Tall
- Complete any Strike without dying.
- Guardians are powerful, but confidence can lead to recklessness. Prove you
understand the value of control by not falling against our greatest threats.
- Rewards: Vanguard Reputation +100, Experience +5000
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> Queen's Wrath Bounties <
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Limited Time Event
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- The Queen's emissary is prepared to reward Guardians who extinguish the
enemies of the Reef. New Bounties are available - and challenging missions
await those who prove themselves.
- The Queen of the Reef has many enemies. Accept her kill orders to settle old
scores and earn her favor.
Complete a Bounty for the Queen and you'll be able to do a Level 24 mission
called "The Queen's Wrath" and it is a Kill Order. You may find this in the
overworld map screen when choosing your destination, it's on the left hand side
above the other Daily/Weekly missions. The mission will always have the Epic
Modifier so you'll likely want to take someone with you for assistance. Upon
completion, you'll be rewarded with a Legendary Item in exchange for the Queen's
Wrath item in your inventory. The mission is random and the token isn't removed
until completion so you can opt out of the mission until you get the one you
want, Restoration is by far the easiest.
The Bounties
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Her Willful Gaze
- Defeat 20 Guardians with Scout Rifle headshots.
- When the Queen wants an enemy executed she expects the deed to be done
quickly and without hesitation.
- Rewards: Queen's Favor +100, Experience +5000
By Thy Hand
- Defeat 20 Guardians with Hand Cannon headshots.
- Show the Queen you are capable of decisive action.
- Rewards: Queen's Favor +50, Experience +2500
Relic Harvest - Fallen
- Collect 200 Ether Drops from Fallen Enemies on any planet.
- The Queen wishes to know all she can about the Fallen. Collect samples of
Fallen Ether from the enemy dead.
- Queen's Favor +50, Experience +2500
Extermination Protocol
- Defeat 200 Fallen with headshots
- The Queen needs to align herself with Guardians capable of removing threats
to the Reef. Hunt and execute Fallen to demonstrate your value.
- Queen's Favor +100, Experience +5000
Archon Slayer
- Defeat Riksis, the Devil Archon, in the Cosmodrome on Earth.
- The Queen has issued a challenge to any willing Guardians. Hunt down and
defeat the Devil Archon on Earth and you will be rewarded.
- Queen's Favor +100, Experience +5000
Last Days of Winter
- Defeat Draksis, Winter Kell, in the Scourge of Winter on Venus.
- Draksis schemes in his hideout on Venus. Put him down before his actions
can inspire revolution amongst the Queen's Fallen.
- Queen's Favor +100, Experience +5000
Prime Target
- Defeat Sepiks Prime, deep within the Cosmodrome on Earth.
- The Fallen must be put in their place. Join with a Fireteam and destroy the
exalted Servitor, Sepiks Prime, on Earth.
- Queen's Favor +100, Experience +5000
Warrior of the Reef
- Defeat 50 Guardians with the Queen's Class, Emblem and Shader items equipped.
- Prove your loyalty to the Reef by besting Guardians in the Crucible while
adorned in the Queen's colors.
- Queen's Favor +75, Experience +3750
Off With Their Heads
- Defeat 15 Guardians with Sniper Rifle headshots.
- The Queen values warriors who can fight with elegance. Showcase your precision
and you will be rewarded.
- Queen's Favor +75, Experience +3750
No Parley
- Defeat 10 Fallen Majors
- Should the tensions between the Awoken of the Reef and the Fallen erupt into
conflict, the Queen will need hardened killers by her side. Do you have what
it takes?
- Queen's Favor +50, Experience +2500
Face Your Fears
- Defeat 3 Fallen Walkers
- To truly prove yourself worthy of the Queen's attention, you must face and
defeat our enemy's most powerful weapons.
- Queen's Favor +50, Experience +2500
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> Exotic Bounty List <
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Shattered Memory Fragment
- Track down Fireteam Tuyet’s last stand.
- One of our Venus patrols found a memory fragment on the remains of a
destroyed Vex. This fragment concerns the final mission of Fireteam Tuyet,
lost long ago on Venus’ Shattered Coast. Perhaps one of their Ghosts can be
recovered.
A Voice in the Wilderness
- Search loot caches on Mars for clues.
- A Hunter returning from Mars claims to have heard a voice coming from a
sealed cache.
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> Exotic Shotgun Invective <
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A Dubious Task
- Talk to Ikora Rey.
- The Warlock Vanguard, Ikora Rey, left a posting here - signed, handwritten,
and asking for you.
A Request From Ikora Part I
- Complete a total of 5 Strikes without dying
- I did a lot of stupid things in years past. I miss those days. Why don't you
get into some trouble for me? Show me your elan.
A Request From Ikora Part II
- Earn a Kills/Death spread of 25 in the Crucible
- I know the Crucible is unforgiving - but that's why it's valuable. Show me
that you don't spend all your time as a pool of particles waiting to be
reassembled by your Ghost.
A Request From Ikora Part III
- Complete a Weekly Challenge Activity.
- I ask Guardians to prove themselves to me because I don't want to ask too much
of them. But you're ready. Find a place where the Darkness grows strong.
Return with a cloat of the Darkness itself, gathered from one of the creatures
there.
A Clot of Darkness
- Return to Ikora Rey
- Rumor has it that Ikora Rey used to roam the system on dangerous, solitary
expeditions. Perhaps you walk in her footsteps - or carry on where she left
off.
Invective [Uncharged]
- Purchase an Invective Shotgun component from the Gunsmith.
- I carried this shotgun on my travels. It settled quite a few arguments. I love
it dearly, but it's time to let it go. You'll want one last component, to
complete my modifications. See the Gunsmith.
(This requires 50 Special Ammo Synthesis to purchase a Golden Age Shotgun
Magazine)
Invective [Charged]
- Return Invective to Ikora Rey so she can integrate the component.
- Invective appears to be almost fully functional. Ikora would want to perform
a final inspection of it.
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> Exotic Hand Cannon Thorn <
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A Light in the Dark
- Complete "The Summoning Pits" Strike on the Moon
- The Weapons of Sorrow were born from forbidden use of the Hive's dark power.
We through them eradicated. But recent developments suggest one of these
weapons may still exist in the Hive's Summoning Pits.
Turns into "Depleted Hand Cannon"
- Harvest the energies of Hive on the Moon to activate the weapon.
- The weapons seems dead... but hungry. The lingering energies of the Hive
you've recently defeated seep into the weapon. Perhaps it could be further
empowered...
Turns into "Depleted Hand Cannon"
- Use Void Damage to defeat Guardians in the Crucible. Death will slow your
progress.
- The hand cannon seethes with the dark energies of the Hive you've defeated.
It seems... eager for more power. Go to the Crucible and allow the weapon to
feast off the Light of defeated Guardians.
Turns into "Corrupted Hand Cannon"
- Bring the hand cannon to the Speaker.
- There is Darkness in this weapon. You can hear its whispers urging you on.
Perhaps this plan was... reckless. Take this to the Speaker for advice.
Becomes "Corrupted Hand Cannon"
- Cleanse yourself and the weapon with an infusion of Light.
- This is the weapon of Dredgen Yor, whose name is now a curse. It has not yet
claimed you completely, Guardian. Be thankful for that. I can stop the blight
from spreading. But you must cleanse the weapon, and yourself, with an
infusion of Light.
(Purchase Infusion of Light for 1 Mote of Light)
Corrupted Hand Cannon
- Bring the weapon to Ikora Rey.
- The Speaker examines you, and then the weapon. "The corruption still lingers.
You must seek out and sever the weapon's bond with its Hive master. Ikora Rey,
the Warlock Vanguard, may know more.
Corrupted Thorn
- Kill xyor, the Unwed.
- Defeat the minions of Phogoth until Xyor the Unwed is summoned. But, be
warned... You must keep Phogoth alive.
Unbound Thorn
- Return to the Speaker
- Thorn's bond to the Hive has been broken. Return to the Speaker to relay your
success.
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> Exotic Pulse Rifle Bad Juju <
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Toland's Legacy
- Complete a Weekly Heroic or Nightfall Strike
- Guardians on vital strike missions have found sign of Toland the Shattered, a
once-esteemed Warlock whose obsessions led to his exile. The Vanguard would
like you to investigate his trail.
Toland's Journal [Fragmented]
- Bring the Journal to Ikora Rey, the Warlock Vanguard in the Tower.
- The Journals of Toland have been sought after by the Warlocks in the Tower for
many generations.
Toland's Journal [Fragmented]
- Track down the fragments of Toland's Journal by completing Strikes on any
Destination.
- Toland obsessed over the power of the Traveler - and the secrets of the
Darkness. His quest took him into enemy strongholds throughout the Inner Solar
System. Search for more fragments there.
Toland's Journal [Encrypted]
- Bring the Journal to Ikora Rey
- The Journal's scattered fragments recognize each other - perhaps Toland
always meant for them to be reassembled. Unfortunately, you have no idea how
to access the data.
Toland's Journal [Decrypted]
- Bring the Journal to the Gunsmith.
- Among other secrets, this journal contains the pattern of a weapon forged in
Toland's madness. The Gunsmith may be able to make use of it. Be cautious,
Guardian. Toland was banished for good reason.
Black Market Coupon
- Obtain a darkness infused weapon frame from Xur.
- If you want to go through with this, I hope you are stronger than Toland.
Bring me a Darkness-marked weapon frame from Xur. Take this coupon to him. No
doubt he'll still expect some payment for his trouble. I'll send the Journal
back to Ikora Rey, so it can be... contained.
(This costs 1 Strange Coin)
Darkness-Infused Weapon Frame
- Bring the weapon frame to the Gunsmith
- Whenever you hold the weapon, your Ghost begins to look... delicious. It's
probably best to bring this to the Gunsmith as soon as possible.
Darkness-Infused Pulse Rifle
- Defeat Guardians in the Crucible
- The Darkness must be set in conflict with the Traveler's Light. Bathe this
weapon with the energies of Guardians in the Crucible. Warlocks in particular.
Return to me when you are done.
Sated Pulse Rifle
- Return the weapon to the Gunsmith.
- Dark energies seep from the barrel of the rifle. It is ready to be born.
Return to the Gunsmith.
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________________________ Enemy Information ________________________
\\_________________________// [1100]
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> The Fallen <
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The Fallen are ruthless scavengers. Brutal and uncaring, they arrived on their
massive Ketches in the wake of the Collapse to loot and pillage our devastated
worlds. There are hints of ancient nobility to the Fallen - the scars of lost
grandeur. The Kells of their scattered Houses still claim to be royalty. But
they leave only grief and wreckage in their wake. There are five houses amongst
the Fallen.
The Factions
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The House of Devils
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These are the scourge of the City, the shadow below our walls. This is the
House that led the battle at the Twilight Gap, the House we tell our children
about to frighten them into behaving. The House of Devils have now devoted great
strength to pillaging the Cosmodrome in Old Russia, hunting for something buried
below. If they are not held in check, whatever they find might prove the City's
undoing.
The House of Exile
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There is more than a whiff of desolation about these Fallen. Their ranks are
swollen with Dregs; their rags threadbare. Perhaps this is a new House, gathered
from the outcast malcontents and disgraced castaways of the others, galvanized
by pride or hate or the desire for freedom. Be watchful. If this is true, they
will surely be hungry to secure their position - and that may drive them to bold
action.
The House of Winter
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The Fallen House of Winter, led by the ruthless Kell Draksis, have been found
operating in and around the Ishtar Sink on Venus. Their interests there seem
directed at the ruins of the Academy along the Shattered Coast, but there are
concerns that their focus may, in actuality, be directed elsewhere - toward the
ominous Citadel that rises like a warning above the Waking Ruins.
The House of Kings
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The colors of the House of Kings are rarely seen. They act with brutal
contempt, as if they hold their rivals - other Fallen and City alike - in
disdain. We have yet to grasp the full measure of their strength.
The House of Wolves
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The bulk of the House of Wolves now falls under the control of the Queen of
the Reef. There are many stories of how this came to be, but they are too varied
for the truth to be separated from rumor.
The Enemies
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Dreg
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Dregs cling to the lowest rung of Fallen society. Docked of their lower arms
in a ritual of humiliation and obedience, Dregs seek to prove their worth. Only
a few will survive to gain promotion and regrow their limbs. Their suicidal
bravery is fueled by ambition and shame.
Tactics
- Weapons: Shock Pistol, Shock Dagger, Shock Grenade
- Weak Point: Head
- Dregs like to hide behind cover and peak out, taking their time to fire a few
shots before retreating. At range they will use their Shock Grenades to try
and flush you out. A Precision Shot or two will likely fell a Dreg, a melee
strike is normally a kill as well.
Shank
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Shanks are the bulldogs of the Fallen. Small and tough enough to go where
Dregs won't fit, they scout, keep watch, and patrol. Fallen Walkers deploy
Shanks from internal bays for tactical support and field repairs.
Tactics
- Weapons: Shock Pistol
- Weak Point: None
- Epic Modifier: Gains Solar Shield
- While not having a weak point, Shanks are still fairly weak and easy to
defeat. They almost serve as target practice and unless in large number, will
not cause much of a threat with their weak weapon fire. These enemies become
truly deadly when the Epic Modifier is in place because they gain a Solar
Shield that needs to be broken through with Solar Damage.
Vandal
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Soldiers, brawlers, assassins, and scouts, Vandals are the seasoned regulars
who fill out the skilled roles within a Fallen crew. Whether from distance or
up close and personal, they are seasoned, efficient killers, with an arsenal of
weaponry and tech to match their bloodlust.
Tactics
- Weapons: Shock Rifle or Shock Blades. May have Wire Rifle.
- Weak Point: Head
- Vandals prefer to battle at range using their Shock Rifles unless they are of
a different variant. The Sniper Vandals use a Wire Rifle that deals heavy
damage but it's easy to see the shot coming as it takes a charge up. The other
variant is a Blade Vandal that will craftily approach to deal heavy melee
damage. Both enemies can be Stealth Vandals, making them even more dangerous.
Deal with these foes by exposing their position with a Grenade and flushing
them out from cover to place a few shots to the head.
Captain
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Having clawed and knifed his way to the top, scattering bodies and limbs in
his wake, the Captain is the strongest and most ferocious member of the crew he
musters around himself. His ration of Ether is the largest, his blades the
sharpest, his guns the finest. Upon his shoulders hangs the flag of his House,
if he swears loyalty to any. For his crew, the slightest hesitation to comply
earns a slash from his sword. Defiance results in immediate amputation, if he is
in a good mood, or death, if he is not.
Tactics
- Weapons: Shrapnel Launcher, Shock Blades, Shock Rifle
- Weak Point: Head
- The Captains are the most deadly of the Fallen. They come equipped with Arc
Shields that you'll want to counter with Arc Damage to quickly remove. But
removing the shield only means that the Captain will switch from offense to
defense, waiting for the shield to return. You'll often need to clear out the
lesser Fallen in order to focus on the Captain. They can teleport away and
are elusive by nature.
Servitor
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Servitors are living relics of the once-mighty Fallen civilization. Packed
with ultra-sophisticated machinery, they process matter and energy into the
Ether that the Fallen depend on for life. In battle they support the Fallen
with defensive systems and their own powerful energy weapons. Outside, they
anchor Fallen comms and provide vital technological acumen. Servitors have
complex relationships with each other and with their Fallen crews. Servitors
are attached to a Prime, a massive Servitor which exists in unclear symbiosis
with a Fallen Archon. The Archon conveys the Kell's wishes to the Prime
Servitor, and exerts some measure of control. Recent developments suggest that
Prime Servitors are more than a focus of worship and logistical activity. They
may play a key role in Fallen star flight.
Tactics
- Weapons: Eye Blast
- Weak Point: Center of Eye
- Servitors emit an energy, an aura that heals nearby Fallen. This single
ability makes them worthy of a kill-first status. They are fairly tough to
defeat but they are easy to land Precision Damage on because of their large
eye. A Rocket Launcher or Super Ability is great for taking out these enemies
who rarely fire their powerful Eye Blast, taking cover instead.
Walker
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Fallen Walkers are mobile gun platforms deployed in offensive and defensive
roles alike. Though their insect-like design gives them an eerie, almost
lifelike quality, these heavily-armored monstrosities are purely robotic. Their
advanced tracking systems can account for multiple targets as their forward
repeaters and massive main gun sweep the battlefield for threats. Mine
dispensers provide close defense against dismounted infantry, and an on-board
Shank foundry produces armed repair drones.
Walkers are immediate and deadly threats, having ended the Light of countless
Guardians. The Fallen do not hesitate to deploy them to provide overwatch for
their salvage and extraction crews. Walkers are also commonly used as blocking
forces to guard key Fallen assets. At the Battle of Twilight Gap, Walkers
engaged in a thunderous artillery duel with the City's gun positions.
The collected wisdom of battle-hardened Guardians suggests Walkers can be
beaten by focusing fire on the legs, overloading the Walker and rendering its
armored core briefly vulnerable. When the Walker stumbles, Guardians should
focus all available firepower on the exposed components beneath the neck
plating. Some externally mounted weapons can also be disabled with precise fire.
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
> The Hive <
/________________________________________________________\
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The Hive are an ancient, festering evil. Their antipathy to the Light
transcends hatred. To the Hive, the eternal struggle between Light and Dark is
not only a war, it is a crusade - all Light must be devoured so Darkness can
reclaim the universe.
The Factions
¯¯¯¯¯¯¯¯¯¯¯¯
The Hidden Swarm
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Boiling from the wounded surface of the Moon, the Hidden Swarm is the Hive's
outermost line of defense - a numberless legion that repels intruders before
they breach the temples and shrines of the vast Hive fortress.
Spawn of Crota
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The heralds of a dark future, led by the champion of a long-forgotten king.
Crota and his legions once banished us from our own Moon. Now we fear they are
rising again to claim Earth.
Blood of Oryx
¯¯¯¯¯¯¯¯¯¯¯¯¯
Research into the cyphers and runes of the Hive leads the Cryptarchs to
believe the Hive sects all serve one great master. The Blood of Oryx are feared
to be the direct servants of this dark lord. The name Oryx appears too many
times in Hive rituals to be ignored.
The Enemies
¯¯¯¯¯¯¯¯¯¯¯
Thrall
¯¯¯¯¯¯
Feral and fearless, Thrall are a plague upon the battlefield. Their swarming,
twisted frames are driven by unfettered rage. Of all the terrors born of the
Hive's vile will, they are the basest.
Tactics
- Weapons: Claws
- Weak Point: Head
- Thrall are feral, fearless, but not entirely foolish. While they often run
blindly into combat to try and overpower an enemy, they may exercise caution
if the player begins to use a Super Ability or Heavy Weapon. Often it is best
to mow these creatures of darkness down with an Auto Rifle or a perhaps a Hand
Cannon, though a well-thrown Grenade can eliminate large numbers. There is a
variant in the Cursed Thrall, a slow moving Thrall that will detonate upon
death or if it gets close enough to the player. Be sure to take it out first,
it often damages other Hive and can chain off of other Cursed Thrall.
Acolyte
¯¯¯¯¯¯¯
It would be a mistake to view the Hive's Acolytes as foot soldiers, because
the Hive is not merely an army, it is a dark force rising. It is belief and
horror, and its Acolytes are its instruments, hungry to commit the atrocities
that will drive their own ascension.
Tactics
- Weapons: Shredder, Boomer
- Weak Point: Head
- Acolytes behave more like a Dreg than anything else. Sneakily taking shots
from behind cover but rarely using melee combat. In large numbers they often
stay back, hiding behind Thrall and Knights that take the front line. A few
headshots is all it takes to take them out, sometimes just a single melee.
Knight
¯¯¯¯¯¯
A roaring, striding fortress, the Knight is the Hive's foremost and most
zealous defender. Centuries of battle have toughened the bony protrusions on its
body into an armor as hard as relic iron - a defense only strengthened by the
Hive magic that Knights use to summon shields of burning force.
Tactics
- Weapons: Boomer, Cleaver
- Weak Point: Head
- Epic Modifier: Gains Arc Shield
- Knights are slow-moving heavily armored frontline Hive. They are much tougher
than Acolytes and often use a Boomer to deal massive damage in spurts. The
Cleaver Knights are different, they will rush you and deal heavy damage with
their cleaver and can easily overpower. Take out the Boomer Knights by hitting
them a few times, they will stop and put up their shield to regenerate health.
As it fades away, unleash a flurry of shots at the head to take it down. For
the Cleaver Knights, back up and attempt to hit them with a Grenade; Fusion
Rifles work wonders at burning through them. Both variants can go berserk at
low health, signified by the red glow over their head.
Ogre
¯¯¯¯
Charged with Hive sorcery, Ogres are abominations of flesh and rage, unleashed
from the deepest Hive tunnels as engines of destruction. Apocryphal lore
suggests that Ogres undergo terrible transformations as they grow - agonizing
rituals that gift them with might and cunning.
Tactics
- Weapons: Eye Blast, Ground Slam
- Weak Point: Head (Eye)
- Ogres will march forward and try to blast Guardians with their large, powerful
eye. When they can, Ogres will rush into melee and use their devastating
strength to deal damage with a ground slam. You'll want to lay into it with
Grenades and Super Abilities, Heavy Weapons are useful as well. Target the
eye as much as possible to stagger the beast then finish it off.
Wizard
¯¯¯¯¯¯
The Wizard is the scalpel with which the Hive vivisect the universe. A
nightmare of rag and bone, the Wizard conceals herself within darkness and fire,
dissecting and experimenting on anything that falls into her clutches.
Tactics
- Weapons: Darkness Blast, Cloud of Darkness, Solar Shield
- Weak Point: Head
- A Wizard will hover above its minions and fire bolts of darkness that deal Arc
Damage, often in a flurry. This can pin you back while other Hive move up so
be careful on your positioning. The Cloud of Darkness will heal the Hive that
stand in it while it severely weakens and slows down any Guardians making a
pass through it. Try to take out the Solar Shield quickly, a Sniper Rifle
with Solar or Golden Gun is best for taking them down. With the shield removed
the Wizard should fall easily, just don't let it retreat to safety. In number,
these foes are vicious and often require Super Abilities or a Rocket Launcher
in order to defeat.
Shrieker
¯¯¯¯¯¯¯¯
These ever-watchful sentinels are believed, in some circles, to serve as the
eyes of the Hive's innermost covens, allowing powerful Wizards and Knights to
watch over their domains. Others believe Shriekers are nothing more than weapons
meant to guard Hive ritual sites. There is nothing living to the Shrieker, but
neither are they mechanical constructs in a classical sense. They seem to be
dead mass, animated by the arcane will of the Hive. When a Shrieker is broken,
its Void charge rips free of the hull to seek vengeance.
Tactics
- Weapons: Void Blast
- Weak Point: None
- The Shrieker doesn't appear much, it's mainly a stationary turret that deals
massive Void Damage in pulses. You'll want to sit safely back and let it have
some of its own medicine. Be sure to stay back when you defeat this enemy, it
will explode and send out numerous balls of Void Energy that will attempt to
take out any Guardians foolish enough to lurk nearby.
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
> The Vex <
/________________________________________________________\
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The Vex are architects of ancient and complex structures thought to be buried
within every celestial body. Linked by a network unlike any on Earth, they
operate in unison, directed by a single unfathomable purpose.
The Factions
¯¯¯¯¯¯¯¯¯¯¯¯
Hezen Corrective
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
We understand the Vex as a network of thoughts, unified and vast. But not all
Vex are the same. The Hezen Corrective is one example of a Vex subtype, set
apart from other Vex by distinct behaviors and objectives. Swarming across the
Ishtar Sink, these Vex aggressively seek out and attack the Fallen House of
Winter, perform inscrutable operations around shining Confluxes, and even show
interest in the Golden Age ruins left by the Ishtar Collective.
The bulk of our contact with Vex forces on Venus has involved the Corrective.
Those scholars willing to risk their reputations speculating about the Vex often
assert that the Corrective is an agent of change, designed to solve problems and
remake the world in a form suitable to the Vex. Others contend that Corrective
is simply a strategic distraction - meant to draw attention away from the
actions of the Hezen Protective.
Hezen Protective
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The mysterious Hezen Protective is the second major Vex behavioral unit on
Venus. Concentrated around the legendary Vault of Glass and the Endless Steps,
the site of a massive Vex gate and the access point to the towering Citadel,
the Protective's behavior seems very defensive. But leading Cryptarchs and
experienced Guardians warn that it would be a fatal mistake to think of the Vex
as a conventional military occupying an area. Vex behavior is always a process,
active and purposeful. The Protective is clearly engaged in a colossal project,
but as with much Vex behavior, it's unclear whether their ultimate purpose is
even comprehensible to us. The Protective may be reacting to an event that has
yet to occur, or working towards a goal that - to us - is already historical
fact.
Virgo Prohibition
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Mars is wracked by an ongoing theater-level conflict between the Cabal and a
Vex subtype known as the Virgo Prohibition. These aggressive, relentless Vex
constantly test the Cabal exclusion zone, apparently heedless of losses. In
spite of the Vex onslaught, the Cabal have managed to expand its beachhead and
maintain a hold on several mysterious Vex structures. The Prohibition's tactics
seem to be failing in the short run.
But it seems unlikely that an organization with the sheer computational scope
of the Vex could be dragged into a losing war of attrition. Is it possible that
the Vex are trying to draw out the Cabal strength? Or that their surface losses
are a distraction from a deeper strategic ploy? Ikora Rey has proposed that the
Vex units can best be understood as algorithms - each a unique mapping of inputs
to behavioral responses. Perhaps the Virgo Prohibition is simply the wrong
algorithm for its environment, and its failure will drive the greater Vex
network to adapt and improve.
Sol Divisive
¯¯¯¯¯¯¯¯¯¯¯¯
Beyond the towering Meridian Bay gate lies the Black Garden, adrift in time
and space. And within the Garden dwell the Vex of the Sol Divisive, frozen in
rapture. We have precious little insight into the Divisive's behavior. They seem
central to Vex actions in the solar system: the Garden is clearly a place of
enormous power.
Legends and scant field reports all indicate that the Divisive Vex behave
religiously. Why would a hyperintelligent, time-spanning thought mesh exhibit
religious behavior? The answer seems as obvious as it is chilling: if the Vex
found worship and devotion more effective than any other behavior, they would
adopt worship. Whatever the Vex found - or made - in the Garden, it transcends
even their power.
Precursors
¯¯¯¯¯¯¯¯¯¯
Those who delve deep into the Vault of Glass have seen time itself torn
asunder. Awestruck Ghosts report encounters with ancient Vex, their casings
built long before the age of humanity. It would be easy to assume these Vex are
the ancestors of those we face today - but with the Vex it is never so simple.
Descendants
¯¯¯¯¯¯¯¯¯¯¯
Survivors of the Vault of Glass report sightings of ancient Vex - ancient in
the sense that they have endured for eons. Convergent analysis from multiple
Ghosts suggests that these Vex exist in our future. If the Vex exist in our
future - or in a possible future - should we take this as evidence that their
defeat is impractical or unattainable? The Guardian Vanguard is quick to point
out that time travel remains a mystery, and that the continued existence of the
Vex is not remotely a sure indication of humanity's extinction.
The Enemies
¯¯¯¯¯¯¯¯¯¯¯
Goblin
¯¯¯¯¯¯
The Goblin is the basic unit in the vast computational network that is the
Vex. Shattering the large, fan-shaped head does not seem to cause lasting damage
but sends the Goblin into a crackling frenzy.
Tactics
- Weapons: Slap Rifle, Torch Hammer
- Weak Point: Glowing point in midsection
- A common trait among all Vex is the ability to blinkwalk, teleporting a short
distance either away or towards you. The Goblin is no different and will use
this ability to close in and distract you. This machines moves slowly and
usually comes in large number. They don't try to take cover too much, instead
they almost mindlessly move towards their target in an attempt to overwhelm.
A Goblin with a Torch Hammer can be lethal, the exploding damage is hard to
contend with but shooting the midsection will shred a Goblin easily. Stick to
cover and pop out to fire a few shots with your Primary Weapon to the glowing
midsection. A Super Ability is great for clearing an entire wave and giving
lots of Orbs of Light for your team. Shooting the head off a Goblin results
in it wildly charging forward, a great time to defeat it.
Hobgoblin
¯¯¯¯¯¯¯¯¯
Specialized for sniping, this lean, tough Vex model is fitted with improved
optics and acute sensors in its horns. Like the Goblin, the Hobgoblin contains
a milky radiolarian fluid. Attacking a Hobgoblin often triggers a defensive
reflex - the Hobgoblin seals itself in stasis and waits for help.
Tactics
- Weapons: Line Rifle, Slap Rifle
- Weak Point: Glowing point in midsection
- This machine is much like a Goblin, it has the same weak point and it's head
can be shot off to cause a berserk mode. The differences end there as the
Hobgoblin will fight from distance and take cover, even employing a deadly
Solar Shield when hit to prevent damage and cause damage to those that get
too close. Mainly, this Vex will attempt to snipe from distance using the
Line Rifle. Fight back with your own Sniper Rifle to one-hit them, or bait
them with a quick hit to cause the shield to appear then barrage them. If you
do take off the head, you'll eliminate the Solar Shield ability.
Harpy
¯¯¯¯¯
The fastest and most mobile Vex, the Harpy is an airborne unit often deployed
in flocks on patrols and scouting missions. They must stop and stabilize before
attacking.
Tactics
- Weapons: Twin Slap Rifles
- Weak Point: Red eye
- Epic Modifier: Gains an Arc Shield
- Harpies move quickly and swiftly, hovering over the ground. They cannot
fly through the air or traverse a gap by simply "jumping" over it though,
because they don't use blinkwalk. They are fairly easy to defeat because they
will need to stop before firing, which means you can track them and then fire
a flurry of bullets into the eye of the Vex.
Minotaur
¯¯¯¯¯¯¯¯
Minotaurs pack brutal heat, but most of their processing power is devoted to
the physics of building massive Vex complexes, suspected to extend through
multiple dimensions. Minotaur models are thicker and harder to crack than any
other bipedal Vex, and they use their teleportation capability aggressively.
- Weapons: Torch Hammer or Slap Rifle, Void Shield
- Weak Point: None
- Like other races, the Vex have a heavy unit and the Minotaur is it. This
machine has a Void Shield that needs to be taken down before you actually
damage it. This can be tough because the Minotaur can charge, blinkwalk,
and it has a powerful Torch Hammer most of the time. This makes this one of
the most formidable foes out there. A Void Fusion Rifle is usually best for
taking down the shield. It's possible to break the Minotaurs face, caving it
in. This will cause the Vex to wildly rush towards you firing the Torch
Hammer crazily, it also initially stuns it and is the best way to deal extra
damage because the Minotaur has no weak point.
Hydra
¯¯¯¯¯
The Hydra is a miniature fortress. Despite its physical slowness, it is a
rapid processor of the data fed to it by other Vex, and what it lacks in
mobility it makes up for in impregnable defenses and rock-melting firepower.
- Weapons: Twin Torch Hammer
- Weak Point: Glowing yellow eye
- This enemy is different than many others and is very unique. Armed with a
set of Torch Hammers, the Hydra can deal quite a bit of damage. It's very
slow moving and easy to evade, but with other enemies around the Hydra will
become difficult. It has a slow rotating shield that is impenetrable, so you
need to take your shots when the shield is away from where you are aiming.
It's an easier enemy to take down in a group because you can spread out,
allowing someone to always hit the Hydra. Keep back from the Hydra once you
have defeated it, this Vex explodes and will likely down you if you're too
close.
Cyclops
¯¯¯¯¯¯¯
The Cyclops is a huge, stationary Vex construct with a powerful Void weapon.
Guardians think of Cyclops as gun platforms - batteries installed to protect
key points with devastating mortar fire. But some evidence suggests that the
Cyclops is in fact an enormous sensor or beacon, and that its weapons
capabilities are secondary. What the Cyclops senses remains unknown, although
its mind core is vast. It may play a role in the Vex networked intelligence, or
in navigation across space and time. A damaged Cyclops can be forced into a
state of punch-drunk confusion, its inputs overwhelmed by hostile fire. This can
result in fratricidal kills on other Vex units.
Tactics
- Weapons: Twin Torch Hammer
- Weak Point: Eye
- Since the Cyclops is immobile you'll want to just take cover and fire pop
shots at it. Likewise, Heavy Weapons or a Super Ability work well like with
any foe. You won't encounter many Cyclops' on your journey, at least not yet.
__________________________________________________________
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
> The Cabal <
/________________________________________________________\
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Tactically efficient, disciplined, and unrelenting, the Cabal are the greatest
known military force in the system. Their origins and ultimate objectives are a
mystery, but it seems clear they have conquered more worlds than humanity has
ever known. Cabal soldiers wear pressurized armor that replicates the
environment of their high-gravity homeworld. Their field tactics depend on ranks
of Legionaries supported by air power, elite infantry, and ultra-heavy armor.
The Factions
¯¯¯¯¯¯¯¯¯¯¯¯
Sand Eaters
¯¯¯¯¯¯¯¯¯¯¯
The Cabal formation first and most frequently encountered by Guardians, the
Sand Eaters represent the numerical bulk of the Cabal presence on Mars. Their
equipment, tactics, and morale all show the weight of a long deployment - but
they continue to pursue their objectives with dogged, weary determination.
Dust Giants
¯¯¯¯¯¯¯¯¯¯¯
Highly trained and heavily conditioned, Dust Giant soldiers seem to be
recruited from veteran Sand Eater infantry. The Cabal order of battle positions
them as a mobile reserve and shock force, rolled in to blunt major Vex
offensives and reinforce crumbling lines.
Siege Dancers
¯¯¯¯¯¯¯¯¯¯¯¯¯
The Cabal's elite forward unit, the Siege Dancers are deployed into unsecured
areas to take control and set up fortifications. Their tactical doctrine allows
more freedom to unit commanders - perhaps because their missions face much
greater unknowns. Siege Dancer engineers have been observed to compete in
demolition challenges. Whether this represents training or a form of recreation
is unknown.
Blind Legion
¯¯¯¯¯¯¯¯¯¯¯¯
The Cabal presence on Mars is locked in an endless war with the Vex - and at
the heart of this war is the Blind Legion. Deployed to defend vital artifacts
seized from the Vex, the Legion holds its ground with fanatic zeal. Blind Legion
soldiers brave one of the most thankless, grueling assignments in the Cabal
order of battle: descending into buried ruins and black catacombs to sweep for
Vex presence.
The Enemies
¯¯¯¯¯¯¯¯¯¯¯
Legionary
¯¯¯¯¯¯¯¯¯
Propelled by jump packs and wielding powerful slug rifles, Legionaries are the
Cabal's line infantry and the backbone of their military power on the ground.
Common Legionary tactics center on the bounding advance - some units attack the
target while others close the range or find new firing positions.
Tactics
- Weapons: Slug Rifle
- Weak Point: Head
- These are the foot soldiers of the Cabal. This standard-issue unit has the
ability to leap large distances with its jet pack. This ability is used to
leap from cover at you or to get back to cover quickly. They have small
heads compared to their bodies, but they move slowly and are open for the
Precision Damage. Legionaries will always fall behind a Phalanx for added
protection.
Centurion
¯¯¯¯¯¯¯¯¯
Centurions are tactically intelligent, highly skilled field commanders. Their
armor boasts a formidable array of combat electronics and deployable munitions.
Tactics
- Weapons: Projection Rifle or Slug Rifle, Solar Shield
- Weak Point: Head
- The Centurion is a challenging enemy that fights like a Legionary. It has a
jet pack to easily maneuver, it moves quicker than a Legionary, and they
normally come with a Projection Rifle for heavy hitting shots. Use a Solar
Weapon to break the shield then aim for head shots to stagger the Centurion.
Try to not let the Centurion recover its shield or you'll be going through
the process again. A Super Ability or Heavy Weapon isn't a bad idea against
these powerful foes.
Colossus
¯¯¯¯¯¯¯¯
Towering over other Cabal, equipped with rapid-firing heavy weapons and nearly
impenetrable armor, the Colossus is the most devastating heavy infantry unit in
the Cabal order of battle.
Tactics
- Weapons: Heavy Slug Thrower
- Weak Point: Head
- Larger than any of the Cabal, the Colossus is everything you would fear in an
enemy. Wielding a large rapid-fire weapon, the Colossus will mow you down if
try to get too close. A Colossus can also fire heat seeking rockets from its
shoulders should you be in cover nearby. Colossi aren't very mobile though,
and because of this you should be able to hit it with heavy damage and a
Grenade should do the trick.
Psion
¯¯¯¯¯
Psions are smaller than all other Cabal morphs, and may be an unrelated
species. Hyper-intelligent, fast and unpredictable, they possess strong psionic
capabilities - including the ability to emit disorienting and deadly
psychokinetic Arc blasts.
Tactics
- Weapons: Slug Rifle, Psionic Blast
- Weak Point: Head
- Epic Modifier: Gains a Void Shield
- This foe is nimble and moves quickly, very different than other Cabal. They
are smart and hide, taking shots when they can. The most deadly thing these
creatures can do is use a Psionic Blast. This attack will send a wave of
energy out towards you, you'll need to jump to avoid it.
Phalanx
¯¯¯¯¯¯¯
Phalanx soldiers carry massive shields, used for both attack and defense.
While this protection is nearly impenetrable, clever opponents can bait the
Phalanx or sneak shots around the shield.
Tactics
- Weapons: Slug Rifle
- Weak Point: Head
- The Phalanx is essentially a Legionary with a shield. The shield is the big
deal though because it will nullify all damage. When the Phalanx attempts to
shoot you, fire at the hands or feet to stumble them. The shield will move
away and expose the body, so take this chance to land a head shot and end the
fight with this Phalanx. They often come in groups of 3 or more, at this time
its best to use a Grenade to get just behind them or on their shield to
quickly take them down.
___________________________
________________________//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\\________________________
________________________ Achievements ________________________
\\_________________________// [1200]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|
| Achievement | Description | Trophy |
|======================|============================================|==========|
| A Friend Indeed | Resurrect 5 fallen players. | Bronze |
| A New Steed | Obtain and equip a new personal vehicle. | Bronze |
| Ask Questions Later | Earn a first strike kill in PvP. | Bronze |
| Bane of the Dead | Kill 25 Hive with precision shots in 1 | Bronze |
| | mission without dying. | |
| Bane of the Emperor | Kill 25 Cabal with precision shots in 1 | Bronze |
| | mission without dying. | |
| Bane of the Kell | Kill 25 Fallen with precision shots in 1 | Bronze |
| | mission without dying. | |
| Bane of the Machines | Kill 25 Vex with precision shots in 1 | Bronze |
| | mission without dying. | |
| Blink of an Eye | Kill 5 enemies in 3 seconds. | Bronze |
| Change of Heart | Reverse a decision you made in an upgrade | Bronze |
| | grid. | |
| Decryptologist | Decrypt 25 Engrams. | Bronze |
| Dragon Slayer | Kill a champion of the Dark. | Bronze |
| Epic Raider | Complete a Raid on hard difficulty. | Gold |
| Excessive Force | Register 25 kills in PvP with heavy weapons| Bronze |
| Finders Keepers | Assist in capturing 50 capture points in | Bronze |
| | Control. | |
| Flawless Raider | Complete a Raid without anyone in your | Gold |
| | fireteam dying. | |
| Flawless Striker | Complete a Strike without anyone in your | Bronze |
| | fireteam dying. | |
| Fully Weaponized | Fully upgrade a Legendary weapon. | Silver |
| Ghost Hunter | Discover 50 dead ghosts. | Bronze |
| Giant Slayer | Kill 100 Titans in PvP. | Bronze |
| Guardian Lord | Obtain all trophies in Destiny. | Platinum |
| Hunter Killer | Kill 100 Hunters in PvP. | Bronze |
| Hunter Mastery | Fully upgrade a Hunter Subclass. | Silver |
| Inspector | Inspect another player. | Bronze |
| Lucky 7s | Attain a Grimoire score of 777. | Bronze |
| Notorious | Earn the maximum weekly Crucible score. | Silver |
| Packing Heat | Fully upgrade an Exotic weapon. | Silver |
| Public Defender | Earn the highest tier of completion in 10 | Bronze |
| | public events. | |
| Raider | Complete a Raid. | Silver |
| Raiding Party | Complete a Raid with a full fireteam | Silver |
| | consisting of only your clan members. | |
| Relic Hunter | Assist in capturing 20 capture points in | Bronze |
| | Salvage. | |
| Rising Vanguard | Complete a Strike. | Bronze |
| Ship Rite | Rebuild a Jumpship. | Bronze |
| Strength of the Pack | Complete a Strike with a full fireteam | Silver |
| | consisting of only your clan members. | |
| Suited for War | Have all armor and weapon slots equipped | Silver |
| | with Legendary or Exotic gear. | |
| The Life Exotic | Obtain and equip a piece of Exotic gear. | Silver |
| Titan Mastery | Fully upgrade a Titan Subclass. | Silver |
| Triple Play | Kill a Hunter, Titan, and Warlock without | Silver |
| | dying in a PvP match. | |
| Use of Weapons | Dismantle 50 pieces of armor or weapons. | Bronze |
| Valorous | Earn the maximum weekly Vanguard score. | Silver |
| Vanguard Honor | Attain Vanguard Rank 3. | Bronze |
| Warlock Mastery | Fully upgrade a Warlock Subclass. | Silver |
| Witch Hunt | Kill 100 Warlocks in PvP. | Bronze |
|______________________|____________________________________________|__________|
___________________________
________________________//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\\________________________
________________________ Additional Content ________________________
\\_________________________// [1300]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Destiny Code Redemption
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Enter these codes at http://www.bungie.net/en/User/coderedemption to unlock
the items below.
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Number | Item | Name | Code |
|========|==========|=============================|=============|
| 1 | Grimoire | Warlock | YKA-RJG-MH9 |
| 2 | Grimoire | Titan | 3DA-P4X-F6A |
| 3 | Grimoire | Hunter | MVD-4N3-NKH |
| 4 | Grimoire | Rixis | TCN-HCD-TGY |
| 5 | Grimoire | Old-Russia | HDX-ALM-V4K |
| 6 | Grimoire | Hive | 473-MXR-3X9 |
| 7 | Grimoire | Moon | JMR-LFN-4A3 |
| 8 | Grimoire | Gjallorhorn | HC3-H44-DKC |
| 9 | Grimoire | Duke MK.44 | 69P-KRM-JJA |
| 10 | Grimoire | The Tower | 69P-VCH-337 |
| 11 | Grimoire | Ogre | 69R-CKD-X7L |
| 12 | Grimoire | Valley of the Kings, Mars | 69R-DDD-FCP |
| 13 | Grimoire | The Fallen | 69R-F99-AXG |
| 14 | Grimoire | Red Death (Back) | 69R-VL7-J6A |
| 15 | Grimoire | The Cabal | 69X-DJN-74V |
| 16 | Grimoire | The Devastated Coast, Venus | 6A7-7NP-3X7 |
| 17 | Grimoire | Vex Minotaur | 6A9-DTG-YGN |
| 18 | Emblem | Sign of the Finite | 7F9-767-F74 |
| 19 | Emblem | Binding Focus | FJ9-LAM-67F |
| 20 | Emblem | Illusion of Light | JD7-4CM-HJG |
| 21 | Emblem | Ab Aeterno | JDT-NLC-JKM |
| 22 | Emblem | Field of Light | JNX-DMH-XLA |
| 23 | Emblem | Lone Focus, Jagged Edge | 7CP-94V-LFP |
| 24 | Shader | Double Banshee | 7MM-VPD-MHP |
| 25 | Shader | Oracle 99 | RXC-9XJ-4MH |
| 26 | Emblem | Note of Conquest | X4C-FGX-MX3 |
| 27 | Emblem | The Unimagined Plane | X9F-GMA-H6D |
| 28 | Emblem | The Reflective | N3L-XN6-PXF |
| 29 | Emblem | Flames of Forgotten Truth | A7L-FYC-44X |
|________|__________|_____________________________|_____________|
Bungie.net Emblems
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
These emblems are unlocked on the Bungie.net forums.
Emblem: Shield of Heroes - Once reached Heroic forum status
Emblem: Shield of Legends - Once reached Legendary forum status
Emblem: Shield of Mythics - Once reached Mythic forum status
Emblem: Song of Spheres - Participated in the Alpha Lupi experience
Emblem: The Inner Chamber - Played at least 4 of the last 6 Bungie games
Emblem: Pathfinder Sign - Registered on Bungie.net prior to 2013
Emblem: Star of Moderation - Bungie.net Ninja
Emblem: Mentor's Badge - Bungie.net Mentor
Collector's Edition/Pre-Order Content
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Ghost Shell: Frontier - Collector's Edition Exclusive Ghost Shell
Ship: Valkyrie-O5X - Collector's Edition Exclusive Ship
Emblem: Vanguard Honor - Collector's Edition Exclusive Emblem
Emblem: Vanguard Honor #2 - Comes with the Vanguard Armory DLC
Vehicle: Sparrow S-10V - Gamestop Pre-Order Reward
Armor Shader: Blacksmith - Pre-Order Call of Duty Advanced Warfare at Gamestop
before 11 September 2014.
___________________________
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________________________ Outro ________________________
\\_________________________// [1400]
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Thanks
¯¯¯¯¯¯
- /r/DestinyTheGame
- The GameFAQs Destiny Message Board
- GamerGuides
- Destiny DB
- The numerous people whom I have played with on this journey. Thank you all.
Legal
¯¯¯¯¯
This document is Copyright ©2014 Greg Boccia (noz3r0) and is the intellectual
property of the author. It may be not be reproduced under any circumstances
except for personal, private use as long as it remains in its unaltered,
unedited form. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
Guide releases are exclusive to: GameFAQs.com/Gamespot.com, GamerGuides.com