· 6 years ago · Sep 27, 2019, 05:54 PM
1Destiny 2 – The Complete Guide
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22Creator: iiDutchboyy
23Contact Discord: iiDutchboyy#6969
24Battle net: iiDutchboyy#2805
25If people want to join our little community discord, send me a message on discord or reddit ?!
26YouTube channel: https://www.youtube.com/channel/UC8b8bs6Rfr_JiqWi-1mm_4g
27
28Chapter 1: The beginning 6
291.1 Choosing your Class 6
301.2.1 The Dawnblade 7
311.2.1.1 Well of Radiance (Forsaken DLC) 8
321.2.2 The Voidwalker 9
331.2.2.1 Nova Warp (Forsaken DLC) (Animé boi) 10
341.2.3 The Stormcaller 11
351.2.3.1 Chaos Reach (Forsaken DLC) – KAMEKAMEHA! 12
361.3 The Titan 13
371.3.1 The Sentinel 13
381.3.1.1 Banner Shield (Forsaken DLC) 14
391.3.2 The Striker 15
401.3.2.1 Thunder Crash (Forsaken DLC) 16
411.3.3 The Sunbreaker 17
421.3.3.1 Burning Maul (Forsaken DLC) 18
431.4 The Hunter 19
441.4.1 The Arcstrider 19
451.4.1.1 Whirlwind Guard (Forsaken DLC) 20
461.4.2 The Nightstalker 21
471.4.2.1 Spectral Blades (Forsaken DLC) 22
481.4.3 The Gunslinger 23
491.4.3.1 Blade Barrage (Forsaken DLC) 24
501.5 Guardians and the Traveller 25
511.5.1 Guadians 25
521.5.2 The Traveler 25
531.6 Enemies in Destiny 26
541.6.1 The Fallen 26
551.6.1.2 The Scorn 27
561.6.2 The Hive 28
571.6.3 The Vex 29
581.6.4 The Taken 30
591.6.5 The Cabal 31
601.6.6 The Darkness 31
611.7 Difficulty in Enemies 32
622.0 Destinations 33
632.1 The Farm 33
642.2 The Tower 34
652.3 Earth 35
662.4 Titan 35
672.5 Nessus 36
682.6 IO 36
692.7 Mercury (Curse of Osiris DLC) 37
702.8 Mars (Warmind DLC) 38
712.9 The Tangled Shore (Forsaken DLC) 38
722.10 The Dreaming City (Forsaken DLC) 39
732.10.1 The Shattered Throne 40
742.10.2 Ascendant Challenges 42
752.11 The moon (Shadowkeep DLC) 44
76Chapter 3: Levelling and gaining Power 45
773.1 Public Events: 46
783.1.1 Glimmer Extraction 46
793.1.2 Disrupt Vex Construct 46
803.1.3 Cabal Excavation 46
813.1.4 Ether Resupply 47
823.1.5 Destroy the Arsenal Walker 47
833.1.6 Injection Rig 47
843.1.7 Witches Ritual 48
853.1.8 Taken Blight 48
863.1.9 Defeat the Gatelord 48
873.1.10 Defend the Warsat 49
883.1.11 Cryo-pod Freeze 49
893.1.12 Stop the Ether Ritual 49
903.1.13 Rift Generator 50
913.1.14 Escalation Protocol 51
923.1.15 The Blind well 52
933.2 Milestones 53
943.3 Bounties 54
95Chapter 4: Endgame 55
964.1 (Nightfall)Strikes 55
974.1.1 Strike modifiers 55
984.2 Crucible 56
994.3 Gambit (Forsaken DLC) 57
1004.2.1 Gambit Prime (Season Pass) 57
1014.3.2 The Reckoning (Season Pass) 59
1024.4 The Forges (season pass) 59
1034.6 The Menagerie (season pass) 60
1044.7 Raids 63
1054.7.1 The Leviathan (base game) 63
1064.7.1.1 The Castellum 63
1074.7.1.2 The Pleasure Gardens 64
1084.7.1.3 The Royal Pools 65
1094.7.1.4 The Gauntlet 66
1104.7.1.5 Emperor Calus 67
1114.7.2 Eater of Worlds (Curse of Osiris) 68
1124.7.2.1 The Reactor Jumping Puzzle 68
1134.7.2.2 The Electric Walkway 68
1144.7.2.3 The Quantum Mines 69
1154.7.2.4 Argos, The planetary Core 69
1164.7.3 Spire of Stars (Warmind) 70
1174.7.3.1 The Statue Garden 70
1184.7.3.2 Power Conduit 71
1194.7.3.3 Celestial Observatory – destroy the ships 71
1204.7.3.4 Celestial Observatory – Kill Val Ca’our 72
1214.7.4 Last Wish (Forsaken) 73
1224.7.4.1 Kalli, The Corrupted 73
1234.7.4.2 Shuro Chi, The corrupted 74
1244.7.4.3 Morgreth, The Spire Keeper 75
1254.7.4.4 The Vault 76
1264.7.4.5 Riven of a Thousand Voices 77
1274.7.4.6 The Queenswalk 78
1284.7.5 Scourge of the Past (Season pass) 79
1294.7.5.1 Botza District 79
1304.7.5.2 Sewer Maze 80
1314.7.5.3 Escape! 80
1324.7.5.4 Vault Access 81
1334.7.5.5 Defeat Insurrection Prime 82
1344.7.6 Crown of Sorrows (Season pass) 83
1354.7.6.1 Witch’s Ritual 83
1364.7.6.2 Access the Kingdom of Sorrow 84
1374.7.6.3 Gahlran’s Deception 84
1384.7.6.4 Gahlran, the Sorrow-Bearer 85
1394.7.7 Garden of Salvation (Shadowkeep) 86
1404.8 Exotic Quests 87
1414.8.1 Sturm 87
1424.8.2 MIDA Multi-Tool 87
1434.8.3 Rat King 88
1444.8.4 Legend of Acrius 88
1454.8.5 Sleeper Simulant 89
1464.8.6 Worldline Zero 89
1474.8.7 Polaris Lance 90
1484.8.8 Ace of Spades 90
1494.8.9 Malfeasance 91
1504.8.10 Wish Ender 91
1514.8.11 The Last Word 91
1524.8.12 Chaperone 92
1534.8.13 Thorn 92
1544.8.14 Lumina 93
1554.8.15 Truth 93
1564.9 Exotic Missions 94
1574.9.1 Whisper of the Worm 94
1584.9.2 Outbreak Perfected 94
1594.9.3 Bad Juju 95
160Chapter 5: Gear & Exotics 96
1615.1 Weapons 96
1625.2 Gear 97
1635.3 Exotics gear & weapons 97
1645.4 Pinnacle/ritual weapons 98
165Chapter 6: Buffs and Debuffs 99
166Chapter 7: Triumphs and the Collections 100
1677.1 Destiny Triumphs 100
1687.2 The Collections 101
169Chapter 8: Glossary of Terms 102
170Chapter 9: Useful Links 102
171
172Chapter 1: The beginning
1731.1 Choosing your Class
174Your journey in the world of Destiny begins with choosing your own personalized Character, you can choose between 3 character classes:
175- A Warlock
176- A Titan
177- A Hunter
178
179Each class comes with a subclass tree (an element), their own personalized sets of skills like a melee, grenade and class ability which I will go further into in their own subheads.
180
181The Warlock
182Warlocks are "warrior-scholars," and a class of Guardian in the world of Destiny. Warlocks are the smart kids around and my favourite class to play. In the world of Destiny Warlocks
183can chose between the Void, Solar and Arc tree.
184
185The Titan
186The Titan is a class of Guardian. They tend to have the highest armour of any of the three classes in Destiny and the lowest agility. Titans are generally known as the ‘First Punch and then think class’
187
188The Hunter
189The Hunter is a type of Guardian who uses stealth and long ranged weapons to kill their enemies. Hunters tend to be taciturn, mostly keeping to themselves and using lightweight throwing knives and smoke to disorient their enemies The hunters have the highest mobility.
190
191After you class select screen you are able to customize your character to your own liking. Just make it as ugly pretty as possible. (Hint if you use the awoken race, you’ll get different voice lines in Forsaken.
192
193(Unlocking new) subclasses
194The base game starts off with your guardian having lost his light. After you retrieve it one subclass is unlocked. This subclass is different for every class. For the warlock that will be a Dawnblade (Solar) the Titan is a Sentinel (Void) and the Hunter is an Arcstrider (Arc).
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196Every time you level up you get an ‘Upgrade point’ which you can use to give your Guardian new class abilities, melee’s and grenades. Once you're around level 7-10, you can unlock your second class, or 14-15 of the third. When you are around those level points you open any chest and a new subclass should unlock (figure 1.1). Hover over your new subclass and it says 0%, you have to kill enemies for this to further progress. The moment it hits 100% a new milestone comes op which gives you a special mission. To unlock the new (Forsaken) subclass tree you need to get a seed of light which you can find in the Blind Well, the Las Wish raid and you get your fist from Ikora. When you receive your Seed of Light you need to collect ‘Visions of Light’ by killing enemies. When you collected enough a special mission unlocks.
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2041.2 The Warlock
205Warlocks are "warrior-scholars," and a class of Guardian in the world of Destiny. Warlocks are the smart kids around and my favourite class to play. In the world of Destiny Warlocks can chose between the Void, Solar and Arc tree.
206The Warlock has 3 different subclass trees. The Dawnblade, the Voidwalker and the Stormcaller.
207
2081.2.1 The Dawnblade
209Super: Daybreak – weave Solar Light into blades and smite your foes from the skies
210
211Top tree Dawnblade (Attunement of Sky):
212Winged Sun (Jump) – engage your enemies mid-flight. Fire weapons and throw grenades while gliding.
213Heat Rises (Jump) – airborne kills recharge your grenade and melee energy. Casting Daybreak instant refills all your ability energy.
214Icarus Dash (Jump) – dodge in mid-air.
215Swift Strike (Melee) – strike an enemy with this melee ability to burn your target and temporarily increase your movement and reload speed.
216
217Bottom tree Dawnblade (Attunement of Flame):
218Igniting Touch (Melee) – strike an enemy with this melee ability to burn them and cause them to explode when killed.
219Fated For The Flame (Super) – Daybreak projectiles seek targets as they travel and, upon impact, launch a streak of deadly flames.
220Everlasting Fire (Super) – killing an enemy with Daybreak extends its duration.
221Phoenix Dive (Jump) – descend from mid-air to quickly restore your health. While Daybreak is active, descending causes explosive damage.
222
223Grenades:
224Solar Grenade – a grenade that creates a flare of Solar Light that continually damages enemies trapped inside.
225Firebolt Grenade – a grenade that unleashes bolts of Solar Light at nearby enemies
226Fusion Grenade – an explosive grenade that deals bonus damage when it attaches to a target
227
228Melee:
229Ur punching something with a solar touch, if you kill an enemy with your melee it’ll burst into flames.
230
231Class abilities:
232Healing Rift – conjure a well of Light that continually heals those inside it.
233Empowering Rift (25% buff) – conjure a well of Light that increases weapon damage for those inside it.
234
235Jumps:
236Strafe Glide – jump while airborne to activate Glide and start an airborne drift with string directional control.
237Burst Glide – jump while airborne to activate Glide and start an airborne drift with a strong initial boost of speed.
2381.2.1.1 Well of Radiance (Forsaken DLC)
239Super (Middle tree) (Attunement of Grace):
240Well of Radiance – Slams your Dawnblade solar sword into the ground, creating a much larger variant of the Warlock rift that both rapidly heals and buffs (20%) allies.
241
242Melee:
243Punch an enemy to give Guardians around you a 25% buff for 6 seconds. This will stack with Well of Radiance.
244
245Grenade:
246Divine Protection – hold down the grenade button to transform it into a Blessing bomb, that heals allies and drops collectable over shield orbs.
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2501.2.2 The Voidwalker
251Super:
252Nova Bomb – Hurl an explosive bolt of Void Light at the enemy, disintegrating those caught within its blast.
253
254Top tree Voidwalker (Attunement of Chaos):
255Chaos Accelerant (Grenade) – Draw power from your Super to overcharge your grenade, making it deadlier and more effective.
256Bloom (Melee) – Void ability kills cause enemies to explode.
257Cataclysm (Super) – Nova Bomb travels slowly and seeks enemies. Detonations shatter into smaller seeker projectiles. Fire your weapon at the Nova Bomb to detonate it early.
258Entropic Pull (Melee) – Strike an enemy with this melee ability to drain your enemy’s life force and use it to recharge your grenade.
259
260Bottom tree Voidwalker (Attunement of Hunger):
261Devour (Melee) – Kill an enemy with this melee ability to fully regenerate your health. For a short time afterward, kills restore additional health.
262Feed The Void (Grenade) – Consume your grenade energy to regenerate your health. Grants the Devour effect.
263Insatiable (Grenade) – While the Devour effect is active, killing enemies extends its duration and recharges your grenade.
264Vortex (Super) – Nova Bomb creates a singularity which continually damages enemies trapped inside.
265
266Grenades:
267Vortex Grenade – A grenade that creates a vortex which continually damages enemies trapped inside.
268Axion Bolt – A bolt of Void Light that forks into smaller bolts on impact that seek out enemies.
269Scatter Grenade – A grenade that splits into many submunitions and covers a large area with multiple explosions.
270
271Melee:
272Ur punching something with a void touch, if you kill an enemy with your melee it’ll disappear into the void.
273
274Class abilities:
275Healing Rift – conjure a well of Light that continually heals those inside it.
276Empowering Rift (25% buff) – conjure a well of Light that increases weapon damage for those inside it.
277
278Jumps:
279Strafe Glide – Jump while airborne to activate Glide and start an airborne drift with string directional control.
280Blink – Jump while airborne to teleport a short distance.
281Burst Glide – Jump while airborne to activate Glide and start an airborne drift with a strong initial boost of speed.
282
2831.2.2.1 Nova Warp (Forsaken DLC) (Animé boi)
284Super (Middle tree) (Attunement of Fission):
285Nova Warp – Allows the Warlock to teleport short distances using the melee button, and then erupt in an energy explosion. The explosion can be triggered multiple times, provided super energy remains.
286
287Melee:
288Atomic Breach – a ranged melee attack that creates a void explosion.
289
290Grenade:
291Handheld Supernova – holding down the grenade button creates a short-range Supernova explosion
292
2931.2.3 The Stormcaller
294Super:
295Stormtrance - While active, Stormtrance allows a Stormcaller to float across the battlefield, electrocuting and disintegrating foe after foe.
296
297Top tree Stormcaller (Attunement of Ions):
298Chain Lightning (melee) - Deliver an electrocuting Arc melee strike at extended range that chains from the struck target to another enemy nearby.
299Transcendence (Grenade) – When cast with full grenade and melee energy, Stormtrance lasts longer and fully restores health.
300Arc Web (Grenade) - Enemies Damaged by your grenades chain deadly lightning to nearby enemies.
301Ionic Blink (Super) – Press the Sprint button to teleport during Stormtrance.
302
303Bottom tree Stormcaller (Attunement of Elements):
304Gale Force (melee) - This electrocuting Melee Ability hits at extended range and recharges your Super, grenade, and melee energy.
305Landfall (Super) – On casting Stormtrance, fire a bolt of lightning into the ground, creating a devastating shockwave under you.
306Rising Storm (Class ability) – Your Rift charges faster when allies are near.
307Arc Soul (Class ability) – Your Rift now grants you or any ally who uses it an Arc Soul to aid you in battle.
308
309Grenades:
310Arcbolt Grenade – chains bolts of lightning to nearby enemies.
311Pulse Grenade – periodically damages enemies inside its explosion radius.
312Storm Grenade – calls down a focused lightning storm.
313
314Melee:
315Ur punching something with an arc touch, if you kill an enemy with your melee it’ll be electrocuted.
316
317Class abilities:
318Healing Rift – conjure a well of Light that continually heals those inside it.
319Empowering Rift (25% buff) – conjure a well of Light that increases weapon damage for those inside it.
320
321Jumps:
322Controlled Glide – jump while airborne to activate Glide and start an airborne drift with string directional control.
323Burst Glide – jump while airborne to activate Glide and start an airborne drift with a strong initial boost of speed.
324Balanced Glide – jump while airborne to activate Glide and start an airborne drift with both moderate speed and directional control.
325
3261.2.3.1 Chaos Reach (Forsaken DLC) – KAMEKAMEHA!
327Super (Middle tree) (Attunement of Chaos):
328Chaos Reach – fires a long-range, intense beam of arc energy. Can be deactivated early to reserve energy.
329
330Kills:
331Ionic Traces – arc kills sometimes create Ionic Traces, sparks of raw energy that travel back towards you and can be collected to recharge abilities.
332Pulse wave – should you be injured while collecting Ionic Traces, Pulse wave provides both you and allies a speed boost.
333
334Melee:
335Ball Lightning – allows you to fire out a long-distance ball of arc energy that detonates after a delay, firing an arc bolt downwards.
336
3371.3 The Titan
338The Titan is a class of Guardian. They tend to have the highest armor of any of the three classes in Destiny and the lowest agility. Titans are generally known as the ‘First Punch and then think class’
339The Titan has 3 different subclass trees. The Sentinel (Captain America), the Striker and the Sunbreaker.
340
3411.3.1 The Sentinel
342Super:
343Sentinel Shield – Summon a shield of Void Light. The shield can be used to attack, guard, and perform a Shield Throw.
344
345Top Tree Striker (Code of the Protector):
346Rally Force – Melee kills restore health for you and nearby allies.
347Turn The Tide – Your Overshield from Defensive Strike lasts longer and increases melee damage and reload speed.
348Ward of Dawn – When Super energy is full, press and hold activation key to create a shielding dome to protect you and your allies.
349Defensive Strike – Kill an enemy with this melee ability to create an overshield around you and nearby allies.
350
351Bottom Tree Striker (Code of the Agressor):
352Superior Arsenal – Grenade kills recharge your grenade energy.
353In The Trenches – Kills while surrounded by enemies reduce the cooldown of your Super.
354Second Shield – Gain an additional Shield Throw charge while Sentinel Shield is active.
355
356Grenades:
357Magnetic Grenade – a grenade that attaches to enemies and explodes twice.
358Voidwall Grenade – a grenade that creates a horizontal wall of burning Void Light.
359Suppressor Grenade – an explosive grenade that prevents enemies from using abilities for a short time.
360
361Melee:
362Shield Bash – After sprinting for a short time, use this melee ability to unleash a devastating Shield Bash that disorientates enemies.
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364Class abilities:
365Towering Barricade – a large barrier that can be used to reinforce a position with cover from enemy fire.
366Rally Barricade – a small barrier that allows you to peek over it while aiming down sights and instantly reloads your equipment when you take cover.
367
368Jumps:
369High Lift – Jump while airborne to activate Lift and launch into the air at greater heights.
370Strafe Lift – Jump while airborne to activate Lift and launch into the air with strong directional control.
371Catapult Lift – Jump while airborne to activate Lift and launch into the air with a strong initial burst of momentum.
3721.3.1.1 Banner Shield (Forsaken DLC)
373Super (Middle tree):
374Banner Shield – holding guard while using Sentinel Shield creates a barrier wall of light that blocks enemy projectiles but allows allied bullets to pass through. Shooting through the shield extends the duration of the super.
375
376Melee:
377Tactical Strike – a melee attack that creates a Void explosion, which sets off any nearby Void Detonators. Additional detonators are applied to enemies caught in the explosion.
378
379Controlled Demolition – all void damage attaches a Void Detonator to your melee. Subsequence damage causes the detonator to explode.
380Resupply – Void Detonator explosions partially recharge grenade abilities, and heals both you and nearby allies.
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3831.3.2 The Striker
384Super:
385Fists of Havoc – supercharges your fists and slam the ground with the force of a maelstrom.
386
387Top Tree Striker (Code of the Earthshaker):
388Aftershocks – damaging enemies with Seismic Strike recharges your grenade.
389Magnitude – gain an additional grenade charge. Increases the duration of grenade effects.
390Terminal Velocity – Fists of Havoc’s ground slam attack leaves a damage-dealing field in its wake and deals more damage the longer it’s in the air.
391
392Bottom Tree Striker (Code of the Juggernaut):
393Frontal Assault – strike an enemy with this melee ability to reload your weapon and increase your weapon stability.
394Reversal – melee kills immediately trigger health regeneration.
395Knockout – critically wounding an enemy or breaking their shields increases your melee range and damage.
396Trample – killing enemies with Fists of Havoc extends its duration.
397
398Grenades:
399Pulse Grenade – a grenade that periodically damages enemies inside its explosion radius.
400Flashbang Grenade – an explosive grenade that disorients enemies it damages.
401Lightning Grenade – a grenade that sticks to any surface and emits bolts of lightning
402
403Melee:
404Seismic Strike – while sprinting, active this melee ability to slam shoulder-first into your target and release an Arc explosion on impact.
405
406Class abilities:
407Towering Barricade – a large barrier that can be used to reinforce a position with cover from enemy fire.
408Rally Barricade – a small barrier that allows you to peek over it while aiming down sights and instantly reloads your equipment when you take cover.
409
410Jumps:
411High Lift – Jump while airborne to activate Lift and launch into the air at greater heights.
412Strafe Lift – Jump while airborne to activate Lift and launch into the air with strong directional control.
413Catapult Lift – Jump while airborne to activate Lift and launch into the air with a strong initial burst of momentum.
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415
4161.3.2.1 Thunder Crash (Forsaken DLC)
417Super (Middle tree) (Code of the Missile):
418Thundercrash – sends you flying through the air to strike a targeted area with a hand-held ball of arc energy. – Ur a fucking missile.
419
420Melee:
421Ballistic Slam – while airborne, using melee will slam you into the ground
422Impact Conversion – inflicting melee damage helps recharge your super energy.
423
424Inertia Override – sliding into ammo pickups will automatically reload your equipped weapon and increase damage for a short duration.
425
426
4271.3.3 The Sunbreaker
428Super:
429Hammer of Sol – Activate to hurl flaming hammer projectiles at enemies, dealing significant damage with each hit.
430
431Top Tree Sunbreaker (Code of the Fire-Forged):
432Tempered Metal - Solar Ability kills grant you and nearby allies bonus movement and reload speed.
433Battle-Forge - Enemies killed by Hammer of Sol explode.
434Vulcan’s Rage – Hammers shatter into explosive molten embers on impact.
435
436Bottom Tree Striker (Code of the Siegebreaker):
437Mortar Blast – Strike an enemy with this Melee Ability to release a Solar explosion setting nearby enemies on fire.
438Sun Warrior - Solar Ability kills restore your health. Grenade and Melee Ability kills leave a deadly Sunspot in their wake.
439Rings of Fire - While standing in a Sunspot, your Solar Abilities recharge faster and your Super lasts longer.
440Solar Siege - Hammers create a Sunspot on impact. While standing in Sunspots, you throw hammers faster.
441
442Grenades:
443Incendary Grenade – a grenade whose explosion sets enemies on fire.
444Thermite Grenade – a grenade that sends forward a burning line of fire.
445Fusion Grenade – an explosive grenade that burns enemies when it attaches to targets.
446
447Melee:
448Hammer Strike - While sprinting, use this Melee Ability to unleash a blazing Hammer strike that weakens enemies (30% debuff) for 10 seconds.
449
450Class abilities:
451Towering Barricade – a large barrier that can be used to reinforce a position with cover from enemy fire.
452Rally Barricade – a small barrier that allows you to peek over it while aiming down sights and instantly reloads your equipment when you take cover.
453
454Jumps:
455High Lift – Jump while airborne to activate Lift and launch into the air at greater heights.
456Strafe Lift – Jump while airborne to activate Lift and launch into the air with strong directional control.
457Catapult Lift – Jump while airborne to activate Lift and launch into the air with a strong initial burst of momentum.
458
459
4601.3.3.1 Burning Maul (Forsaken DLC)
461Super (Middle tree) (Code of the Siegebreaker):
462Burning Maul – summons a flaming two-handed Warhammer that can either strike with fast, consecutive blows, or be swung down in an overhead swing that create fire tornadoes.
463
464Melee:
465Throwing Hammer – throw a solar hammer that must be then collected from where it falls. Picking it up fully recharges melee energy.
466
467Tireless Warrior – picking up your thrown hammer triggers instant health regeneration.
468Roaring Flames – Solar ability kills and retrieving your Throwing Hammer increases a damage multiplier, up to 3x.
469
4701.4 The Hunter
471The Hunter is a type of Guardian who uses stealth and long ranged weapons to kill their enemies. Hunters tend to be taciturn, mostly keeping to themselves and using lightweight throwing knives and smoke to disorient their enemies The hunters have the highest mobility.
472
473The hunter has 3 different subclass trees. The Arcstrider, the Nightstalker and the Gunslinger.
474
4751.4.1 The Arcstrider
476Super:
477Arc Staff – conjure a staff powered by arc light, and run around hitting things with it.
478
479Top Tree Arcstrider (Way of the Warrior):
480Combination Blow (Melee) – Kills with your melee ability trigger health regeneration and increase your melee damage temporarily.
481Combat Flow – melee kills recharge your dodge skill.
482Deadly Reach (Class ability)– dodging temporarily increases melee range.
483Lethal Current (Super) – Arc Staff attacks hit twice after dodging.
484
485Bottom Tree Arcstrider (Way of the Wind):
486Disorienting Blow (Melee) – striking an enemy with this debilitating melee attack. disorients the target. Killing a target with Disorienting Blow instantly recharges it.
487Lightning Reflexes (Super) – take less damage while dodging with Arc Staff active.
488Battle Meditation (Grenade) – when critically wounded, melee and grenade skills recharge faster.
489Focused Breathing – sprinting reduces dodge cooldown, increased sprint speed.
490
491Grenades:
492Skip Grenade – a grenade which splits on impact, creating multiple projectiles which seek enemies.
493Flux Grenade – an explosive grenade which deals additional damage when attached to enemies.
494Arc bolt Grenade – a grenade that chains bolts of lightning to nearby enemies.
495
496Melee:
497Your Guardian will stab the enemy.
498
499Class abilities:
500Marksman’s Dodge – automatically reloads your weapon when dodging.
501Gambler’s Dodge – dodging near enemies generates melee energy.
502
503Jumps:
504High Jump – upgrades Double Jump with even greater height.
505Triple Jump – upgrades Double Jump with a third jump.
506Strafe Jump – upgrades Double Jump with better directional control while in the air.
5071.4.1.1 Whirlwind Guard (Forsaken DLC)
508Super (Middle tree) (Way of the Current):
509Whirlwind Guard – spin your arcstaff by holding the aim button in order to reflect back projectiles. A successful deflect triples the staff’s damage for a short duration.
510
511Melee:
512Tempest Strike – sliding before activating melee performs an uppercut with the arcstaff, throwing the target into the air and leaving a trail of Arc energy behind.
513Ebb and Flow – all arc abilities electrify enemies, and following up with a melee stuns them and recharges your abilities.
514Lightning Weave – all melee attacks increases reload speed.
515
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517
5181.4.2 The Nightstalker
519Super:
520Shadowshot - Fires a Void Anchor that slows affected enemies, causes them to take more damage, and prevents them from using abilities.
521
522Top Tree Nightstalker (Way of the Trapper):
523Snare Bomb (Melee) – Throw a smoke bomb trap from a distance with this Melee Ability. The smoke bomb sticks to surfaces and detonates when enemies are near, slowing and disorienting them.
524Keen Scout – Sprint and sneak faster, and gain an enhanced tracker. Tethered enemies are marked for easy tracking.
525Deadfall (Super) - The Void Anchors fired from Shadowshot become traps and wait for prey. Void Anchors have increased range and last longer.
526Vanishing Step (Class ability) - Dodging makes you vanish from sight for a short time.
527
528Bottom Tree Nightstalker (Way of the Pathfinder):
529Vanish in Smoke (Melee) – Throw a smoke bomb explosive from a distance with this Melee Ability. The smoke bomb creates a cloud that makes you and nearby allies invisible.
530Lockdown (Grenade) – Grenade and smoke effects last twice as long, allowing for strong territorial control and increased damage potential.
531Heart of the Pack (Super) – Killing tethered enemies creates Orbs of Light and increases Mobility, Recovery, and Resilience for you and nearby allies.
532Moebius Quiver (Super) – Fire Shadowshot multiple times in rapid succession. Shadowshot deals massive damage against tethered enemies.
533
534Grenades:
535Vortex Grenade – a grenade that creates a vortex that continually damages enemies caught inside.
536Spike Grenade – a grenade that attaches to any surface and emits a torrent of damaging void light.
537Void wall Grenade – a grenade that creates a horizontal wall of burning Void Light.
538
539Melee:
540Your Guardian will stab the enemy.
541
542Class abilities:
543Marksman’s Dodge – dodge to perform an evasive manoeuvre with a steady hand. Dodging automatically reloads your weapon.
544Gambler’s Dodge – dodge to perform a deft tumble, avoiding enemy attacks. Dodging
545near enemies fully recharges your melee ability.
546
547Jumps:
548High Jump – while airborne, jump a second time to reach greater heights.
549Triple Jump – while airborne, sustain your air control with a second or third jump.
550Strafe Jump – while airborne, jump a second time with strong directional control.
551
552
5531.4.2.1 Spectral Blades (Forsaken DLC)
554Super (Middle tree) (Way of the Wraith):
555Spectral Blades – allows you to become invisible in order to get behind enemies and stab them with void blades.
556
557Melee:
558Shattering Strike – perform a melee attack shortly after activating Flawless Execution and the target will be debuffed, reducing their damage output (30%) for 10 seconds.
559
560Flawless Execution – Precision kills scored while your health is full allow you to become invisible and gain True sight, providing the ability to see enemies through walls.
561
562Corrosive Smoke – smoke bombs now explode in a line pattern, heavily damaging foes and slowing anyone caught within it.
563
564
5651.4.3 The Gunslinger
566Super:
567Golden Gun – summons a flaming pistol that disintegrates enemies with Solar Light.
568
569Top Tree Golden Gun (Way of the Outlaw):
570Explosive Knife (Melee) – throw a knife from a distance that explodes shortly after impact with this melee ability.
571Chains of Woe – Precision kills increase weapon reload speed for you and nearby allies.
572Six-Shooter (Super) – Golden Gun can be fired quickly up to six times, but has a shorter duration.
573Deadshot – Significantly improves your ability to hit with Golden Gun.
574
575Bottom Tree Golden Gun (Way of the Sharpshooter):
576Knife-Juggler (Melee) – throw a knife from a distance. Precision knife kills with this melee ability immediately recharges it.
577Practice Makes Perfect – enter a trance with each precision hit, reducing the cooldown of your Super.
578Crowd-Pleaser (Super) – enables precision damage with Golden Gun. Precision hits with Golden Gun generate Orbs of Light.
579Line ‘em Up – Precision hits with Golden Gun increase its damage and extend its duration.
580
581Grenades:
582Swarm Grenade – a grenade that detonates on impact, releasing multiple drones that seek nearby enemies.
583Incendiary Grenade – A grenade whose explosion catches enemies on fire.
584Trip mine Grenade – an explosive grenade that sticks to surfaces and detonates upon enemies who pass through its laser trigger.
585
586Melee:
587From a distance throw a knife, and when the enemy is closer your Guardian will stab the enemy.
588
589Class abilities:
590Marksman’s Dodge – dodge to perform an evasive manoeuvre with a steady hand. Dodging automatically reloads your weapon.
591Gambler’s Dodge – dodge to perform a deft tumble, avoiding enemy attacks. Dodging near enemies fully recharges your melee ability.
592
593Jumps:
594High Jump – while airborne, jump a second time to reach greater heights.
595Triple Jump – while airborne, sustain your air control with a second or third jump.
596Strafe Jump – while airborne, jump a second time with strong directional control.
597
598
5991.4.3.1 Blade Barrage (Forsaken DLC)
600Super (Middle tree) (Way of a thousand cuts):
601Blade Barrage – allows you to throw a handful of explosive solar knives while in the air. Multiple barrages can be thrown in one super activation.
602
603Melee:
604Knife Trick – throw a fan of burning blades that light enemies on fire.
605Playing with Fire – killing burning enemies recharges your Knife Trick melee.
606The Burning Edge – setting fire to enemies recharges your dodge.
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
6241.5 Guardians and the Traveller
6251.5.1 Guadians
626The Guardians, once known as The Risen and Light-bearers, are a faction of protectors tasked with defending the Last City and Solar System against the forces of the Darkness, the Taken, the Red Legion, Scorn, and various other threats.
627
628Guardians of the present are chosen from the ranks of ancient dead by the Ghosts of the Traveler, deemed worthy of resurrection by their past lives and compatibility with their Ghosts, upon their first resurrection, the Guardian will have no memories of their past life, and the deliberate pursuit of information on their past life is forbidden. The Guardians have defended the City for centuries, however, that defence cannot hold out forever. Guardians are charged with the protection of humanity’s survivors.
629
630Guardians are equipped with an advanced arsenal of weaponry and vehicles, as well as the ability to channel the Traveler's power (referred to by some as "magic"). Thanks to their Ghosts, Guardians are effectively immortal in most situations. However, Guardians can be permanently killed if their Light is drained by a powerful enemy, such as powerful figures of the Darkness or if their Ghost is destroyed
631
6321.5.2 The Traveler
633The Traveler is a mysterious spherical entity floating above Earth. Massive in scale, it hangs motionless in the skies above the Last City built in its shadow. The Traveler is an ancient and immensely powerful machine, and the source of Ghosts and the paracausal powers of the Guardians. The origins or nature of the Traveler is not clear to anyone. It appears that the Traveler chose Earth and humanity for a reason; it detected a "face" emerging from the Sun, later hearing a roar that contained something that it described as "a lucid melody". The Traveler felt joy, as it felt "the first hope in ages transform [it]," and it resolved to become strong enough to fight the Darkness.
634The Traveler exists to help other worlds, but has never wished to be worshipped as a god, nor made its presence known any more than necessary to cultivate a civilization. When its work was finished, it would simply leave without fanfare. It would seem then that its defence of humanity was an extraordinary act under dire circumstances.
635
636Before earth the traveller has visited other planets and blessed other species like the Fallen.
637
638
6391.6 Enemies in Destiny
640There are 5 main enemies races in the story, the Fallen, the Hive, the Vex, the Taken and the Cabal. Besides those 5 main ones there are also the Scorn but those will be explained with the Fallen, since they technically are Fallen. Ultimately we’re fighting against the ‘Darkness’ but little is known about the Darkness since we’ve never encountered them. We have only seen their ships at the end of the base game in a cutscene.
641
6421.6.1 The Fallen
643The Fallen are a nomadic race of pirates and scavengers descended from a once-great civilization. This is evidenced by their social organization into various Houses by the manner of meritocratic nobility, the banners and flags of which are still flown like heraldry. The Fallen search the stars for artefacts of their lost civilization. The Fallen are hostile toward the Cabal, Taken, Hive, and Vex, and are known to be in conflict with the latter two over territory and technology. The fallen work under different house (faction) and these house all have a different banner and Kell (the boss of a House). Different houses are found across different planets in the Solar system. The Fallen have a large command structure which looks like:
644• Dreg—the lowest rank of Fallen who seek to prove their worth.
645• Wretch—a new rank of Fallen that appeared after their resurgence during the Red War. These fallen don’t use guns, but have a spear like weapon.
646• Vandal—most common troops of a Fallen crew and can fit in several roles.
647• Marauder—hooded Fallen with wrist-mounted blades, cloaks, and hoods, sporting gear similar to Guardian Hunters.
648• Captain—commanders of a Fallen crew.
649
6501.6.1.2 The Scorn
651The Scorn are an undead Fallen faction of terrorists led by Fikrul, the Fanatic. The Scorn are considered former members of the House of Exile that were forcibly removed before the events of the Red War. The Scorn appear primarily by their dark grey chain-adorned armour. Their appearances have been warped by their repeated deaths and they take on a larger appearance than typical Fallen.
652
653Enemy variants of the Scorn are:
654
655• Screeb - Screebs are a breed of Fallen corrupted by Dark Ether. They are very agile, crawl on all fours, and trigger explosions.
656• Stalker - These resurrected Dregs serve as the normal rank and file for the Scorn.
657• Ravager - These melee-focused units wield fiery cauldrons and charge into enemies while swinging their weapons wildly.
658• Wraith - These bandit-type units charge into battle with dual Flame torches. They appear and attack in groups and attempt to overwhelm their enemies using their superior numbers.
659• Raider - These trooper-type units are armed with sawblade launchers with spinning Void sawblades.
660• Lurker - These pirate-type units utilize gladiatorial shields to block damage and defend their allies.
661• Abomination - These monstrous Ogre
662• Chieftain - These units serve as commanders for the lesser Scorn units. They bear resemblance to Fallen Captains.
663• Scorn Walker - A Scorn variant of the Fallen Walker
664
6651.6.2 The Hive
666The Hive are an "impossibly ancient" race born from a pact with the Worm Gods. Hive structures delve deep into wherever they lay claim to, unheeding of the damage done in the process, crafting linked caverns and gothic columns; these underground spaces resemble a dungeon recently pulled up after an extended period underwater. They are able to manipulate the physical world in ways humanity can only begin to imagine.
667The Hive trace their origins to a gas giant named Fundament. The progenitors of the contemporary Hive were Xi Ro, Sathona, and Aurash, the three daughters of the Osmium King who ruled the continent called the Osmium Court. Deep within the Fundament Ocean, the sisters encountered the Worms, who drew their power from the Darkness itself: Yul, Eir, Xol, Ur, and Akka, the Virtuous Worms. The Worm Gods claimed that they had lived and grown in Fundament's depths for millions of years, trapped by the Leviathan and the Traveler. They had called many species to Fundament, hoping one would be tenacious enough to find them. They offered Xi Ro, Sathona, and Aurash immortality if they would allow themselves to be hosts for the Worms' larvae, with the caveat that if the sisters ceased to obey their natures (Xi Ro's desire to test her strength, Sathona's cunning, Aurash's inquisitiveness), their Worms would consume them. Furthermore, the stronger the sisters became, the greater their Worms' appetites would be.
668The sisters accepted the pact. Xi Ro took the knight morph and became Xivu Arath; Sathona took the mother morph and became Savathûn; and Aurash took the king morph and became Auryx, the King of the Hive. Over the following years, the siblings returned to their people and spread the Worms among them, creating the Hive and enabling them to liberate the Osmium Court, then drive Taox and the other species of Fundament to Kaharn Atoll, and finally to build spaceships and break free of Fundament.
669The hive also have an order of command which looks like this:
670• Hive Gods (Oryx, the Taken King – Savathûn, the Witch Queen - Xivu Arath, God of War)
671• Ogre - mutated Thrall turned into mobile siege engines of the Hive; have devastating ranged and melee attacks.
672• Knight - elite forward heavy infantry of the Hive.
673• Witch/Wizard - the source of all Hive birth and can support them with dark magic
674• Acolyte - commonly encountered foot soldiers that utilize cover and distance to defeat their enemies and armed with weapons
675• Thrall - berserker pawns that rush into battles in groups and tear their targets apart with a pair of claws.
676(Trust me, the Hive are the most interesting out of all the enemies in Destiny)
6771.6.3 The Vex
678The Vex are a race of time-traveling cybernetic war-machines. The Vex have been described as a hyperintelligent and can also fuck with time. Vex come in a diverse array of shapes and sizes, but the majority share features such as triangular or conical "heads," single glowing photoreceptors, jointed limbs, and in several cases arrays of flexible tentacles. The Vex's origins are unknown. In the Vex also have different levels of infantry.
679• Cyclops — vex artillery units that lay down Void mortar fire that deals heavy damage. Can be pushed into a berserker rage that causes it to rapidly fire Void blasts in a wide area.
680• Goblin — cannon fodder that rely on swarming to overwhelm their targets.
681• Hobgoblin — long range support machines that provide suppressive fire.
682• Harpy — scouting and patrolling support units that provide cover fire in a pinch and move around very quickly.
683• Minotaur— extremely aggressive, heavy assault machines that can rapidly teleport to flank their targets.
684• Hydra — aggressive, levitating robotic centipedes that provide heavy support to other Vex units
685
6861.6.4 The Taken
687The Taken are beings originating from multiple species that have been corrupted by the Darkness and altered to better serve its purposes. The power to create Taken is granted by the Darkness itself, and is bestowed only to its most formidable servants. The Taken-possessed victim is met by the will of whomever Took them, who offers them a way to overcome their former weaknesses.
688
689Taken resemble their former selves for the most part, but are both shadowed and eerily glowing, with a blindingly bright orb typically obscuring their facial features. Many Taken are seen to shiver or twitch in a disturbing manner, and their vocalizations are warped into shrieks and howls. Over time, exceptionally powerful Taken have been seen to grow pairs of black, curving spikes from their bodies. Out of all the enemy races the taken have the largest army since the Taken take other enemy spices.
690Taken Fallen
691• Taken Vandal—summons a spherical shield.
692• Taken Captain—sends out moving balls of Darkness to blind Guardians.
693• Chimera—Taken Servitors. Fires blasts of Void energy and occasionally bursts of Axion Darts.
694Taken Hive
695• Taken Thrall—ability to teleport short distances in an instant.
696• Taken Acolyte—deploys Acolyte's Eye turrets and are armed with Arc Shredders, which fire projectiles in an arc that can attack from over short cover.
697• Taken Wizard—can summon Shadow Thralls. They fire Solar Darkness Blasts, and are Void-shielded. In certain cases they can use "Necromantic Gaze"
698• Taken Knight—fires explosive, lingering Solar jets in a wave for area denial, teleports short distances to evade attacks.
699• Taken Ogre— does Arc damage with both its eye blast which also knocks opponents back if they're in the air along with a ground slam if a enemy comes too close.
700
701Taken Vex
702• Taken Goblin—when in close proximity to an ally, they can generate an invincible shield for it.
703• Taken Hobgoblin—fires a fast-moving, projectile when struck in self-defence.
704• Taken Minotaur—always cloaked unless shot at enough.
705
706Taken Cabal
707• Taken Psion—has the ability to multiply itself, splitting and creating another
708• Taken Phalanx—Can fire Arc blasts from their shield that can push Guardians, much like the physical shields themselves.
709• Taken Centurion—has an Arc-shield, can teleport short distances
710• Shadow beast—A shadowy imitation of a War Beast.
711
7121.6.5 The Cabal
713The Cabal (sometimes called the Cabal Empire) are a warmongering race of giant bipedal humanoids with a heavy-set, rhinoceros-like appearance. Their ever expanding empire spreads through organization, efficiency, and corruption.
714The Cabal are an extremely tough species, willing to defend their territory until every last one of them is dead. Their architecture is very industrial, with an emphasis on burrowing into mountains for defence. They are a very industrious, militaristic species whose social structure and way of life revolves largely around conquest and expansion. Their armour and technology can often be seen leaking a substance similar to oil and even emit smoke when damaged or worn.
715Funny enough, the Cabal have a really strict order of ranking like in the Human Military.
716• Dominus is the highest rank in the Cabal Empire, the equivalent of a military dictator. Ghaul claimed this title following his successful usurpation of Emperor Calus.
717• Valus is a rank reserved for elite Centurions and Colossi, possibly a commanding rank. It is subordinate to a Primus.
718• Val is a rank seen among Phalanx, Centurion, and Incendior bodyguards. It is a subordinate position to a Valus.
719• Bracus is a rank seen among Centurions. It is likely a lower rank and a subordinate to a Val.
720• Field Commander is an extremely rare rank among Cabal. What position it lies is completely unknown other than by assumption being equal to or just over Commander.
721
7221.6.6 The Darkness
723The Darkness, also known as the Deep, is a powerful, Para causal alien force inimical to the Light. It is the ancient enemy of the Traveller, and actively tracks it through the cosmos. It is the main antagonist of the Destiny. The precise nature of the Darkness remains mysterious and it has never been encountered directly by the Guardians,
724
7251.7 Difficulty in Enemies
726Across all enemy factions, enemies come in one of four toughness levels:
727• Base: Indicated by a red health bar, this is the weakest and most common toughness level.
728• Elite: Indicated by a dull orange health bar, Elite enemies are much tougher to kill than their base variants and often use more powerful weaponry as well.
729• Major: Indicated by a unique name and a bright orange health bar which is visually divided into three segments, Majors are the weaker of the two boss-tier toughness levels, usually serving as the bosses of Lost Sectors and as mini bosses within Story Missions and Strikes.
730• Ultra: Indicated by a unique name (and sometimes a unique enemy model) and a large yellow health bar which is visually divided into three segments, Ultras are the stronger of the two boss-tier toughness levels, usually serving as the final bosses of many Story Missions, Strikes and Raids.
731
732
733
734
735
736<- Base level enemy (red bar)
737
738
739
740
741
742
743
744
745
746
747
748<- Major level enemy (orange bar)
749
750
751
752
753
754
755
756
757
758
759
760<- Raid boss (yellow bar)
7612.0 Destinations
7622.1 The Farm
763The Farm is the first social you go to after you’ve lost your light. In this social space you are able to go the NPC’s which will do things for you.
764
765Darbi55-30 (The postmaster): At the Postmaster you can find all of you lost treasures you didn’t pick up in your Adventures. From here you can retrieve them.
766The Vault (Vault): At the Vault you can store things which you don’t want to get rid of or want to keep in your inventory.
767Eververse: When you’ve reached the level cap (30 Year1 & 50 Year2) you get a special engram every time you level up, you can go and decrypt those engrams at Eververse for loot. At Eververse you can also buy these engrams for real money. Or buy things with Bright Dust (in game currency)
768Tyra Karn (Cryptarch): The Cryptarch of the Farm. Legendary, Prime and even Exotic- engrams can be opened at Tyra.
769Ikora Ray (Warlock Vanguard): Ikora is the Warlock Vanguard and the leader of the Warlocks, she doesn’t really serve a purpose besides giving missions.
770Zavala (Titan Vanguard): Zavala is the Titan Vanguard leader and the leader of the Titans, he at this point doesn’t really have a purpose besides missions.
771Cayde-6 (Hunter Vanguard): Cayde-6 is the Hunter Vanguard leader and leader of the Hunters, he at this point doesn’t really have a purpose besides missions.
772Suraya Hawthorne: Doesn’t really serve a purpose there.
773
774At the end of the Farm over the bridge there’s a small soccer field. You can play some ball with the boys. Or girls.
775
776Also if you are able to parkour up to the building to left and go to the building to the right you’ll get a buff which makes you quick and jump high.
777
778
779
7802.2 The Tower
781When you regain your light and complete the game. The tower becomes the new social hub where you go and pick up challenges for the day or meet up with friends.
782Kadi55-30 (The postmaster): At the Postmaster you can find all of you lost treasures you didn’t pick up in your Adventures. From here you can retrieve them.
783The Vault (Vault): At the Vault you can store things which you don’t want to get rid of or want to keep in your inventory.
784Eververse: When you’ve reached the level cap (30 Year1 & 50 Year2) you get a special engram every time you level up, you can go and decrypt those engrams at Eververse for cosmetic loot. At Eververse you can also buy these engrams for real money. Or buy things with Bright Dust (in game currency). Eververse has Bounties to complete for Bright Dust.
785Master Rahool (Cryptarch): The Cryptarch of the Farm. Legendary, Prime and even Exotic- engrams can be opened at Tyra.
786Ikora Ray (Warlock Vanguard): Ikora is the Warlock Vanguard and the leader of the Warlocks, she doesn’t really serve a purpose NOW.
787Zavala (Titan Vanguard): Zavala is the Titan Vanguard leader and the leader of the Titans, he’s also the one in charge of strikes. If you gain Vanguard Tokens you can hand them over at him for loot. He also has some quests for weapons. Zavala has Strike bounties to complete.
788Cayde-6 (Hunter Vanguard): Cayde-6 is the Hunter Vanguard leader and leader of the Hunters, doesn’t really have a purpose. (☹)
789Lord Shaxx (Crucible Handler): Lord Shaxx is in charge of the Crucible (PVP), If you gain Crucible Tokens you can hand them over at him for loot. He also has some quests for weapons. Lord Shaxx has Crucible bounties to complete.
790Banshee-44 (Gunsmith): Banshee-44 is the Gunsmith, he has mods for sell. You can also hand in weapon telemetries and Gunsmith Materials for loot. Banshee also has bounties to complete.
791Lord Saladin (Iron Banner handler): From time to time Lord Saladin rolls around, that week Iron Banner is active and he is the handler for that. He gives out new loot which is Iron Banner focussed. Lord Saladin has Iron Banner bounties to complete.
792Suraya Hawthorne (Clan Handler): Suraya is the one who you have to go to for specific clan challenges and when your clan is high enough level, also for raid challenges. (You just never quit do you..)
793The Drifter (Gambit Handler)(Forsaken DLC): The Drifter is the handler for Gambit. The drifter is the guy who you get Gambit bounties from and also has some weapon quests.
794ADA-1 (Black Amory Handler)(Forsaken + Annual pass): Ada is the NPC where you can pick up weapon frames to create if you have the Black Armory unlocked. She also gives out bounties.
795Benedict99-40 (The Leviathan + Season of Opulence Handler)(Forsaken + Annual pass:
796Benedict is the NPC who is important in Season of Opulence, and also in the base game ‘The Leviathan’ raids. He also has bounties to complete.
797Xur (Agent of the IX): Xur can be found on almost every planet. Which he rotates around every week on Friday – Monday. Xur sells exotics you might need, or take a gamble and go for the fated engram which gives you a random exotic!
7982.3 Earth
799Earth or more specific the European Dead Zone (EDZ) is the first place you go to, and there you meet Devrim Kay. He is the NPC for Earth and gives you bounties which you can complete for planetary materials. On Earth there are multiple lost Sectors and Public events.
800
801On earth is also where you can find the toggle to fly to The Farm. When the Traveller awoke a shard fell off, which landed here in the EDZ. This place is pretty important for the main story line.
802
803Earth is a destination where you can find:
804- Cabal
805- Fallen
806- Taken
807
808On Earth the planetary material is: Dustlight Shards
809
8102.4 Titan
811Titan (no not the Titan where Thanos is from) is the place where you find Zavala in the mail campaign. Here the main NPC Is Sloan. She will give you bounties which you can complete for planetary materials and let you precede with the main story line. On titan there are multiple Lost Sectors and places for Public events. If you look up from Titan you can see Saturn. And when you are looking at the correct time of day you can see a weird opening in the rings of Saturn. That from an event in Destiny 1 (you can look on YouTube ‘Destiny 1 – The Taken king into cutscene’)
812
813If you look closely to the Methane Waters of Titan you might be able to see a little Leviathan monster thing.
814
815Titan is a destination where you can find:
816- Fallen
817- Hive
818
819On Titan the planetary material is: Alkane Dust
8202.5 Nessus
821Nessus is where you find Cayde-6 in the Main story line. The main NPC there is Failsafe, an AI from the Golden Age which gives you bounties which you can complete for planetary materials. She’s basically the brain of the big ship you are in, and you find scattered around Nessus. On Nessus there are multiple Lost Sectors and places for Public events
822
823Nessus is a destination which is slowly eaten by the Leviathan. The Leviathan can be seen from almost everywhere on Nessus. That is where 3 (main game) and 4 (with annual pass) raid take place.
824
825Nessus is a destination where you can find:
826- Cabal
827- Vex
828- Fallen
829
830On Nessus the planetary material is: Microphasic Datalattice
831
8322.6 IO
833IO is where you find Ikora in the main story line and where you can find your new subclass tree in Forsaken. IO is a planetoid which is being terraformed to a machine by the Vex. On IO the main NPC is Asher Mir, a moody Warlock, Asher will give you bounties you can complete for planetary materials. On IO there are multiple Lost Sectors and places for Public events
834
835From the spawn point in the ‘Lost Oasis’ you can see the place which the Traveller last touched.
836
837IO is a destination where you can find:
838- Cabal
839- Vex
840- Fallen
841
842On IO the planetary material is: Phaseglass Needle
8432.7 Mercury (Curse of Osiris DLC)
844Mercury is the smallest destination of all of them. Mercury got introduces in DLC #1 Curse of Osiris. On mercury you have the Infinite Forest which you only can access when you are in story missions on Mercury or in Strikes. On Mercury the main NPC is Brother Vance, a follower of The Great Warlock Oriris which will give you bounties you can complete for planetary materials. Besides there’s only 1 Public Event which spawns there and only 1 lost Sector.
845
846The infinite Forest is basically multiple simulations run by the vex where they can test different scenario’s and also see the outcome of that.
847
848If you look behind the portal to the Infinite Forest you can see the Sun, and the Almighty from the story.
849Mercury is a destination where you can find:
850- Vex
851- Cabal
852
853In the Infinite Forest:
854- Vex
855- Cabal
856- Hive
857- Fallen.
858
859On Mercury the planetary material is: Simulation Seed
860
8612.8 Mars (Warmind DLC)
862Mars got introduced in DLC #2 Warmind and introduced the (not matchmade) activity ‘Escalation Protocol’. On Mars we find out that there’s a big ass worm god (yea I know right) hidden under the surface of Mars. On Mars is Humanity strongest weapon, Rasputin. Rasputin is Warmind which was built in the Gold Age and is completely Self-conscious. Around Mars you can find Sleeper Nodes. You can open these if you have 4 ‘Resonate Stems’ which you get from opening the chest at the end of a lost sector.
863
864The NPC on Mars is Ana Bray, Ana is the Daughter of the man who build this whole facility and Rasputin. Ana will give you bounties which you can complete for planetary materials.
865
866Mars is the destination you can find:
867- Hive
868- Cabal
869On Mars the planetary material is: Seraphite
8702.9 The Tangled Shore (Forsaken DLC)
871The Tangled Shore got introduced in Forsaken when we first land there. The tangled shore is basically a group of asteroids tied together. On the Tangled shore you can find The Spider, which is the main NPC from this destination. Besides bounties he also sells planetary materials for glimmer or legendary shards. To buy his special bounties you need Ghost Fragments, you get these by opening the chest from a Public Event and Lost Sectors.
872On the tangled Shore you can find:
873- Fallen
874- Cabal
875- Scorn
876- Hive
877
878On The tangled Shore the planetary material is: Etheric Spiral
879
880
881
8822.10 The Dreaming City (Forsaken DLC)
883The Dreaming City is the homeland of the Awoken Race. In the Dreaming City the main NPC is Petra Venj, Petra is ‘The Queens Wraith’ and is basically the highest commanding officer when The Queen of the Awoken, Mara Sov is gone. (which she is now lol). Petra sells you bounties for Dark Fragments. When you complete bounties or activities you get Dark Fragments back.
884
885At Petra you can also buy Charges which you need for the Blind Well. She also sells you Raid Banners. These will give full ammo, super and everything when you rally at one. You can only place them at the beginning of Raid encounters or hard endgame content.
886
887When The Last Wish raid was completed a ‘Curse’ was laid on this city. The Dreaming City is now in a 3 week Curse which goes from ‘meh’ to ‘oh..’ to ‘oh fuck’. You can know which curse is active by the location of Petra Venj. Top right is week 1, at the spawn is week 2 and if she is at the top right its curse week 3. And resets after 3 weeks. In these 3 weeks there are 3 different missions available tied to which week you are in. The Dreaming City also houses The Blind Well which powers a portal to go the Queens Ascendant plane. the Dreaming City there is a 3 week Cycle.
888
889In the Dreaming City there are cat statues which you give ‘Offerings’ to. Of you did all 9 you get an emblem.
890
891On the tangled Shore you can find:
892- Scorn
893- Hive
894- Taken
895
896In the Dreaming City the planetary material is: Bayron Bough.
897
898
899
9002.10.1 The Shattered Throne
901The Shattered Throne in more like a mini-raid, featuring two bosses with unique mechanics and platforming across huge environments. It's also only available once (per character) every three weeks. During the three weeks you are charging the Blind Well to open the portal to the Shattered Throne. The Shattered Throne is always available from Oktober 1st 2019
902
903How to get to the Shattered Throne: https://www.youtube.com/watch?v=IFVBPKbeL0s
904Complete Shattered Throne video guide: https://www.youtube.com/watch?v=xWDOnB6HLWI
905
906The first Challenge in the Shattered Throne – The labyrinth
907Once inside the windy, monochromatic Ascendant Realm, you're going to need a map. The map covers the first and most complex area in the Shattered Throne, colloquially known as the labyrinth. The goal here is to clear out all seven temples in the labyrinth—marked by the symbols in our map—in a specified order. Every temple has a boss you need to defeat (watch out they are quite buffy).. The order is different every time, so it's important to know how the temples interconnect. That said, you'll always start and end at the lower, middle temple marked by the 'diving bird' symbol.
908
909When you complete the first challenge you get a powerful Dreaming City gear piece. Drop down and continue to the next challenge.
910
911The second Challenge in the Shattered Throne – The Hike
912Once you’ve dropped down you just follow the path in front of you. The moment you reach a big door, you got to watch out. Taken Knights and Hobgoblins are waiting to snipe you. Slow and steady does it, when you reach the other side the fun begins. Careful walk over the beams to cross to the end over on the left. On the supporting pillars Taken Ogre’s will spawn which will boop you off and you have to start at the beginning of this part. Next up The ‘Thrall-way’ this hallway is at the end of this room. In the Thrall-way you are being slowed, and health regeneration doesn’t start without a perk, mod or class ability. Watch out. At the end of this hallway you just got to follow the pathway until you walk into a new building. This is where the third challenge begins.
913
914The Third Challenge in the Shattered Throne – Vorgreth, The Boundless Hunger.
915Here you arrive at the first boss, Vorgeth, the Boundless Hunger. This encounter has a special type of Taken Wizard known as the Keeper of Petitions. Carefully kill the wizards and pick up the orb they drop. You will receive a buff called “Petitioner's Mark", this can be stacked up to 3 times. There will also be a 45 second counter, where if the number hits zero, the owner of the buff will be killed. Once you collect the fourth orb, the buff will change to “Petitioner's Burden”. Extinguish the buff at one of the 4 pillars to start the damage phase. Repeat until killed. The enemies which spawn do quite some damage, watch out. Once the Vorgreth is locked onto you, hide behind a pillar.
916
917
918
919The Fourth Challenge in the Shattered Throne – The Ascend
920When Vorgreth is defeated walk through the big door which opens op. At this point it’s just kill the spawning ads, and make your way up the tower. It’s pretty straight forward.
921
922The Fifth Challenge in the Shattered Throne - Dûl Incaru, the Eternal Return
923Dûl Incaru, the Eternal Return is the final boss of The Shattered Throne. Once you start the encounter, you will see three knights, kill them and orbs will drop. Make sure all the enemies are dead and then pick up the orbs. This is the start of the damage phase and you only have 45 seconds until you have to cleanse yourself at the middle of the room on the ‘table’. To bring any killed knights back to get the buff, you will have to destroy a crystal summoned by Dûl Incaru. Repeat the process until the boss is dead, and you beat the activity.
924
9252.10.2 Ascendant Challenges
926Every week a new ascendant challenge opens up to play, to enter one you need to use a Tincture of Queensfoil. You can get these from doing activities on the Dreaming City or buy them from Ahamkara skulls. The ascendant challenges basically take place in another dimension which the taken ‘originate’ from. After completing an Ascendant challenge you’ll be rewarded with a piece of powerful Dreaming City gear.
927
928Here is are the locations until the end of the year.
929
930September 24th Forfeit Shrine Gardens of Esila
931October 1st Shattered Ruins Spine of Keres
932October 8th Keep of Honed Edges Harbinger's Seclude
933October 15th Agonarch Abyss Bay of Drowned Wishes
934October 22nd Cimmerian Garrison Chamber of Starlight
935October 29th Ouroborea Aphelion's Rest
936Novermber 5th Forfeit Shrine Gardens of Esila
937November 12th Shattered Ruins Spine of Keres
938November 19th Keep of Honed Edges Harbinger's Seclude
939November 26th Agonarch Abyss Bay of Drowned Wishes
940December 3rd Cimmerian Garrison Chamber of Starlight
941December 10th Ouroborea Aphelion's Rest
942December 17th Forfeit Shrine Gardens of Esila
943December 24th Shattered Ruins Spine of Keres
944December 31st Keep of Honed Edges Harbinger's Seclude
945
946How to get to the Cimmerian Garrison Ascendant Challenge
947The Cimmerian Garrison Ascendant Challenge is located in the Chamber of Starlight, the Lost Sector in Rheasilvia. Enter the Lost Sector and fight all the way to the back, the portal is up on the rear shelf where the Taken Hobgoblins spawn.
948
949How to get to the Ouroborea Ascendant Challenge
950The Ouroborea Ascendant Challenge is located in Aphelion’s Rest, the Lost Sector in The Strand. Head inside and fight through to the ramp just before the boss, the portal will be floating on the outcropping.
951
952How to get to the Forfeit Shrine Ascendant Challenge
953The Forfeit Shrine Ascendant Challenge is located in Gardens of Esila, an area to the south of the Dreaming City, accessed via The Strand of the connective tunnels below the map. The portal to the Forfeit Shrine is on the left side of the Gardens of Esila, tucked behind the large rocky formations.
954
955How to get to the Shattered Ruins Ascendant Challenge
956The Shattered Ruins Ascendant Challenge is located in the Spine of Keres, the location where the Oracle Engine is located. From the Divalian Mists spawn point, head straight and then left into the blue crystal cave. Follow the path into the Divalian Mists and through the Oracle Engine building. Continue along to reach the end of the bridges, the portal is floating behind the rocks above the mist.
957
958
959How to get to the Keep of Honed Edges Ascendant Challenge
960The Keep of Honed Edges Ascendant Challenge is located in the Harbinger’s Seclude, inside the main building in Rheasiliva. To reach this portal, head to Rheasilvia and inside the building. Pass through the hallways to reach the large underground cavern, cross it and continue over the elevator to reach a statue out on a walkway – the portal is floating above the statue.
961
962How to get to the Agonarch Abyss Ascendant Challenge
963The Agonarch Abyss Ascendant Challenge is located in the Bay of Drowned Wishes, the Lost Sector in the Divalian Mists. From the spawn point, turn around and head into the Bay of Drowned Wishes. Stick to the right-hand side to enter a little pass opposite the bay – the portal is floating above the ground.
964
9652.11 The moon (Shadowkeep DLC)
966Not much is known as of now.
967Chapter 3: Levelling and gaining Power
968In the world of Destiny you gain EXP for doing almost anything. This EXP goes to your level, every time you level up you gain an upgrade point in the base game, and when you are max level a special type of engram which you can decrypt at Eververse for cosmetic loot. A good and easy way to gain EXP are bounties. Bounties can be picked up from almost every NPC in the Destiny Universe, most bounties also give planetary, tokens and other loot. The best way to level up the quickest is via Raiding.
969
970In the beginning of the game you start with power level 10 and character level 1. By playing the game your character level increases. On your journey through the solar system you’ll find different types of engrams. Common (white), Rare (green), Legendary (purple), Exotic (yellow/gold) and Prime engrams (purple with gold in it. Prime engrams need to be brought to the Cryptarch in the Tower go gain loot.
971
972Levelling your character is easy in the beginning. All things that drop will drop at your power level. The moment you hit the soft cap you need to do powerful weekly/daily challenges to gain power. The soft cap for the base game is 340, for base game + Forsaken is 600 and if you have the annual pass its 750. In the new Season of the Undying (Shadowkeep) there won’t be a cap of your power level. The soft cap will be 960, but with the new seasonal artefact you are able to gain power almost indefinitely by levelling your artefact.
973
9743.1 Public Events:
975A public event is an event where something happens in the world of Destiny. If you complete an event you receive EXP and loot. These event are able to be made Heroic for better loot and more EXP. Public events can be completed normal, but also as heroic. To make it heroic there’s something extra in every event you need to do.
976
977All (known) public events will be explained and shown below.
9783.1.1 Glimmer Extraction
979During a Glimmer Extraction public event, you’re chasing Fallen as they try to mine Glimmer. Mostly, you’re going to be focused on shooting the bad guys guarding the drill.
980
981Make it Heroic:
982You have to ignore the fallen. There’s a small machine that appears on the ground near the drill. You have to destroy this machine at each location before killing the Fallen in each wave.
983To complete the Heroic portion, you just have to protect the pile of glimmer that appears from the waves of incoming Fallen.
984
985Can be found on:
986- Earth
987- Nessus
988
9893.1.2 Disrupt Vex Construct
990You need to keep the Vex from rushing toward you and sacrificing themselves to a conflux — the altar-like thing made out of energy and guarded by three Harpies. For a regular version of this event, you just keep the Vex away until time runs out.
991
992To make it Heroic:
993Look around nearby for some plates to appear. Capture enough of these plates to activate the beacon, there will be a timer from 0 to 100, all 3 need to be captured to make it heroic.
994
995Can be found on:
996- Nessus
997- IO
9983.1.3 Cabal Excavation
999In the Cabal Excavation public event, you have to capture a Cabal drill from the (Cabal) troops guarding it. Just stand within the white circle surrounding the drill, and you’ll see a timer counting up to 100 that reads “Overriding Lander.”
1000
1001Make it Heroic:
1002When the drill is about 30 percent captured, a flying Thresher (cabal ship) will appear. Destroy it (rocket launchers work great) to turn this into a Heroic Public Event. Don’t worry if you don’t destroy the evil flying machine the first time it appears. I’ll retreat and loop back around in a minute or so.
1003This summons a Cabal Centurion (Big boi Cabal) for you to defeat. Also, the mortars all target you directly instead of aiming and firing at random.
1004
1005Can be found on:
1006- Earth
1007- Nessus
1008
10093.1.4 Ether Resupply
1010An Ether Resupply public event is pretty straightforward. There’s a Servitor, it’s big, and you shoot it.
1011
1012To it Heroic:
1013You need to quickly take out the smaller Servitors that spawn around it. If you destroy them all quickly enough, the main Servitor will get a whole lot tougher. If you kill the smaller servitors and the main big one the heroic event is over.
1014
1015Can be found on:
1016- Earth
1017- Nessus
1018
10193.1.5 Destroy the Arsenal Walker
1020A big spiderlike machine (a Walker) will be dropped from a ship, shoot the legs (which is the critical hit point). If you damage it enough it will drop on the floor and open its neck, shoot that to kill it. If you killed it the public event is completed.
1021
1022To make it Heroic:
1023When the Walker is on the floor and his neck is open, 3 balls will drop on the ground. Around you are rocket launched surrounded with a force field and a small machine next to it. Put the balls into the machine to get the rocket launchers (you need to do this 2x each side). When all force fields are down the Heroic event starts and spawns a second Walker. Kill both of them to complete the Heroic event.
1024
1025Can be found on:
1026- Earth
1027- Titan
10283.1.6 Injection Rig
1029An Injection Rig public event sees the Cabal dropping an enormous rig into an area. As you’re fighting but before you kill the Infiltrator Valus.
1030
1031To make it heroic:
1032look for the open heat vents on the rig. They’ll open in phases — three at the top, three in the middle, then one on the bottom — as you destroy them.
1033Once you trigger the Heroic Public Event, a Cabal Centurion will appear. He’s your new objective. Kill him to receive your big reward.
1034
1035Can be found on:
1036- Earth
1037- Nessus
1038- Mars
1039
1040
1041
1042
10433.1.7 Witches Ritual
1044A Witches’ Ritual public event requires you to prevent a pair of Hive Wizards from opening a portal. Kill everything to complete the event.
1045
1046To make it Heroic:
1047You have stand in the circular green areas and, from each, shoot one of two crystals at the top corners of the giant portal in the room. Doing this will summon an more difficult enemy. Defeat it to complete the Heroic Public Event.
1048
1049Can be found on:
1050- Titan
1051- Mars
1052
10533.1.8 Taken Blight
1054A Taken Blight public event is a Taken-shooting free-for-all. During three waves, balls surrounded by force fields will appear. Walk through the force fields surrounding the balls. When you exit, you’ll have a buff called “Blight Receding.” (You can see it on the lower left part of your screen.) Shoot the large Blight glob while the buff is active, which is the only time you can damage it.
1055
1056To make it Heroic:
1057Repeat the process until you destroy the glob, and you’ll trigger the Heroic Public Event. This will summon a new, super-strong fat Taken for you to defeat.
1058
1059Can be found on:
1060- Earth
1061- Io
1062- The Dreaming City
1063
10643.1.9 Defeat the Gatelord
1065Triggering the Heroic version of the Vex Crossroads public event is relatively simple. Play through the event like normal, killing the Vex until the percentage hits 100. Once the Vex are dead and the Gatekeepers come out, choose a side and take them down. Grab their charges and place them on either side of the gate. This will turn the man-cannon around and launch you over to an island. Destroy the Keeper of Ages here and slam their charge into the middle of the island.
1066
1067Make it Heroic:
1068This is where things change. Instead of returning to the central area, look to the back of the island. There will be a crystal floating in the air. Naturally, you'll want to shoot this until it explodes. The destruction of the crystal will create a platform. Jump on the new platform and look for more crystals in the air. Repeat this process until you reach the top of the island. You only need to destroy the crystal on one island.
1069
1070Can be found on:
1071- Mercury
1072
1073
1074
1075
1076
10773.1.10 Defend the Warsat
1078When the Warsat Down activity begins, one Guardian must approach the Warsat and interact with it to begin, then a circle will appear on the ground around the device. The idea is to stay in the circle until the counter reaches 100 percent.
1079
1080To make it Heroic:
1081While defending the Warsat against swarms of enemies, notice that three closed Shriekers will sit idle in the area. At a certain point two yellow-bar Hive Wizards will appear. Kill those two Wizards and one of the Shriekers will open, allowing Guardians to destroy it. As the event continues there will be two more sets of two Hive Wizards spawning in, and the same process must be repeated; kill both Wizards and then quickly take down the Shrieker. Once all three Shriekers are down, the activity will become heroic. A big Ogre will spawn, you have to kill it to complete the Heroic event.
1082
1083Can be found on:
1084- Mars
1085
10863.1.11 Cryo-pod Freeze
1087This event will spawn a big Cryo-Pod which at the beginning you need to defend from attacking enemies. At some point during the event a wanted enemy comes out of the Cryo-Pod and the floor will begin to ‘freeze’ to complete the event kill the wanted enemy.
1088
1089To make it Heroic:
1090To the sides of the Cryo-Pod 2 (out of 4) vents will start to ‘leak’ more freeze-shit. Shoot the vents and a ball will spawn. Throw the ball (2 times) at the wanted enemy to freeze it. A ring will spawn on the ground with a percentage circle, stand in the circle to get it to 100% to complete the heroic event.
1091
1092Can be found on:
1093- The Tangled Shore
10943.1.12 Stop the Ether Ritual
1095In the Ether Ritual Public Event, you’ll find yourself standing nearby a servitor that’s broken, stuck in the ground. You’ll also be surrounded by three other broken servitors. Scorn will spawn at one of the surrounding servitors, and you’ll be tasked with killing a mini-boss. Defeat the boss however you like, but pay attention to the servitor and make sure that they’re standing around.
1096
1097To make it Heroic:
1098Once the boss is dead, a message will pop up on the bottom of your screen, and you’ll begin to see small blobs of ether start floating toward the centre servitor. Shoot them with whatever you have access to and prevent the blobs from reaching the damage servitor in the middle. Repeat this process three times.
1099If you manage to kill all three bosses without letting a single blob of ether reach the middle servitor, you’ll spawn a far more difficult boss. Defeat it, and you’ll complete the Heroic Public Event.
1100
1101Can be found on:
1102- The tangled Shore
1103- The Dreaming City
1104
11053.1.13 Rift Generator
1106While defending the rift generator in the centre of the area, Scorn and Taken will attack you from three sides: centre, left, and right. Once their onslaught on one front ends, a giant Taken blight will spawn at the back, hovering over the water. Before it sinks, you need to destroy the blight by whatever means you have at your disposal. Repeat this on each front.
1107
1108To make it Heroic:
1109Once all three blights have gone down, a large blight will spawn over the rift generator, surrounded by wizards. Kill all three wizards without letting the rift generator be destroyed by the surrounding enemies.
1110If you’re successful, everyone in the area will be sucked into the Ascendant Realm. Here, you’ll need to defeat a powerful boss. Once it’s dead, you’ll have completed the public event.
1111
1112Can be found on:
1113- The dreaming City
1114
11153.1.14 Escalation Protocol
1116Escalation Protocol was included in Destiny 2’s second piece of DLC, Warmind and house up to 9 players (it’s not matchmade). Waves 3, 5 and 7 have rewards from which only wave 7 gives EP armour, the other chests have a chance of rewarding the sparrow, ghost or ship besides the tokens and the blue gear. Every weekly reset brings a new boss to Escalation Protocol as well as one of the three weapons (or all three at once). These weapons and bosses occur on a 5-week rotation and is a rare drop from the boss. Escalation Protocol has 7 levels before going to the boss. Each boss has their own mechanics and difficulty tied to them.
1117
1118 When you kill the boss a chest will spawn from which you can get Armor p ieces (Class item > Legs > Arms > Chest > Helmet). But to open this chest you need to have a ‘Decrypted Cache Key’ to get this you need 7 Rasputin Key Fragments. You get these from doing activities on Mars (pro tip, the nightfall gives 7 in one go). Go to Ana Bray and get an Encrypted Cache Key. You need to play through 7 waves of EP to make it Decrypted. Once its decrypted you can open the chest.
1119
1120Nur Abath, Crest of Xol (boss):
1121Kathok, Roar of Xol (Boss):
1122Damkath, The Mask (boss):
1123Naksud, The Famine (Boss):
1124Bok Litur, Hunger of Xol (boss):
1125
1126Schedule until December 2019:
1127
1128Date Weapon Boss
1129September 29th Shotgun Nur Abath, Crest of Xol
1130October 6th SMG Kathok, Roar of Xol
1131October 13th Sniper Damkath, The Mask
1132October 20th Shotgun, SMG, Sniper Naksud, The Famine
1133October 27th Shotgun, SMG, Sniper Bok Litur, Hunger of Xol
1134November 3rd Shotgun Nur Abath, Crest of Xol
1135November 10th SMG Kathok, Roar of Xol
1136November 17th SMG Damkath, The Mask
1137November 24th Shotgun, SMG, Sniper Naksud, The Famine
1138December 1st Shotgun, SMG, Sniper Bok Litur, Hunger of Xol
1139December 8th Shotgun Nur Abath, Crest of Xol
1140December 15th SMG Kathok, Roar of Xol
1141December 22nd SMG Damkath, The Mask
1142December 29th Shotgun, SMG, Sniper Naksud, The Famine
1143
1144Extra really useful information: https://www.reddit.com/r/DestinyTheGame/comments/9gu46t/escalation_protocol_weapon_drop_schedule_updated/
11453.1.15 The Blind well
1146Destiny 2 Blind Well is a horde-mode style event in The Dreaming City. From where you spawn in to The Dreaming City, you'll see a giant door in the cliffs in the distance. Head through here, through the hallways and passages, until you emerge in a room with a sunken area and a totem in the middle.
1147I recommend you to go to Petra Venj first to grab the ‘Gateway Between Worlds’ bounty.
1148
1149To start an encounter, you need to 'charge' the totem with a Charge of Light tier 1/2/3 consumable. Chances are you'll have picked one of these up as a reward for completing The Dreaming City activities, otherwise you can grab them from Petra.
1150There are three kinds of tiers you can use to charge the totem with, and a Heroic Blind Well by inputting an Unstable Charge of Light into the Well straight after Tier 3 has been completed:
1151
1152Blind Well Tier 1 - One Plague boss encounter = 10% Gateway Between World increase
1153Blind Well Tier 2 - Two Plague boss encounters = 20% Gateway Between World increase
1154Blind Well Tier 3 - Three Plague boss encounters = 30% Gateway Between World increase
1155Blind Well Tier 3 + Heroic encounter = 50% Gateway Between World increase
1156
1157A Blind Well is quite simple. You have to stand in 'safe' bubbles that appear in sequence around the totem(s), killing enemies that approach. After a certain amount of enemies are beaten, the next bubble activates. Head inside and repeat until the final encounter against the Plague enemies.
1158There are a couple of things to note along the way, however. For one, you must stay in the bubble to avoid getting damaged. You'll also encounter some invincible enemies along the way - Servants of the Plague. You don't need to kill them in these early encounters, but if you want to, locate The Anathema enemies (they have a weird glow), which give you a buff so you can damage them.
1159
1160The final encounter has you face against Herald of the Plague enemies. These are invincible in the same way the Servants of the Plague enemies are, and can become vulnerable in the same way - by defeating the the Anathema that spawn nearby. Once the shield has dropped on one of the Plague enemies, it shouldn't recover. But be wary of the clock - you only have a certain amount of time to kill them.
1161
1162The Dreaming City has multiple stages of being cursed. Each stage of Curse has their own enemies in the blind well.
1163
1164Curse week 1: Scorn
1165Curse week 2: Hive
1166Curse week 3: Taken
1167
1168You can know which curse is active by the location of Petra Venj. Top right is week 1, at the spawn is week 2 and if she is at the top right its curse week 3.
1169
1170When you complete the ‘Gateway Between bounty’ you can go to the Oracle. Here you’ll get some dialogue between Petra and our Ghost. When the Curse week is at its strongest, you can go into the Queens Court.
1171
1172All Curse week Dialogue: https://www.youtube.com/watch?v=9MbGVOfiA8g&t=2s
1173
11743.2 Milestones
1175Milestones are you Weekly and Daily challenges you can complete. These challenges reward you with powerful gear. Some give more powerful gear than others. Here’s a list of what gives which amount of power bump. Milestones are shown next to destinations and activities in a small box.
1176
1177Powerful Gear' sources to get you to 750 slowly:
1178Note many of the below only appear when you are experience level 50, and have varying Weekly and Daily reset times where noted.
1179• Flashpoint (Weekly)
1180• Heroic Adventure in that week's Flashpoint (Daily)
1181• Daily Heroic Story Mission (Weekly)
1182• Crucible (Weekly and Daily)
1183• Gambit (Weekly and Daily)
1184• Strikes (Daily and Weekly)
1185• Complete 20 Challenges for Ikora (Weekly)
1186• Clan XP reward and Clan Crucible, Nightfall, Raid, Gambit completions (Weekly)
1187• Last Wish encounter wins and completion (Weekly)
1188• encounter wins and completion (Weekly)
1189• Nightfall completion (Weekly)
1190• Nightfall high score (Weekly)
1191• Iron Banner Bounties
1192• Final Wanted Bounty (Weekly)
1193• The Dreaming City activities, including Petra's Weekly Bounties for the Ascendant Challenge and weekly mission
1194• Black Armoury Forges
1195• Reckoning completion (Season of the Drifter activity)
1196
1197'Powerful Gear' sources to get you 750 quickly:
1198• Prime Engrams (essentially a permanent Three of Coins buff in-all-but-name)
1199• Exotic Engrams
1200• Year 2 Raid (Last Wish, Scourge of the Past, Crown of Sorrows) encounter wins and completions (Weekly)
1201• Menagerie completions (up to four per week, once per 'Power and Efficiency' Chalice upgrade)
1202
1203Note: its recommended to first do the slow sources first. This way you are efficient with your drops and end up with the highest power level.
1204
12053.3 Bounties
1206Bounties are side missions offered to Guardians by certain vendors in the Tower and planetary vendors. Bounties require completing particular tasks, such as defeating a certain number of enemies of a certain species or class or killing a certain number of enemies without taking any damage. Available bounties are refreshed every 24 hours, except for Wanted bounties, which refresh at the Weekly Reset.
1207
1208
1209Chapter 4: Endgame
12104.1 (Nightfall)Strikes
1211A Strike is a cooperative activity available in Destiny. A Strike is a structured, progressive, cooperative adventure. Strikes can be replayed and are designed for three-person Fireteams. Strikes always begin in a public area, so the Fireteam can participate in public events, encounter other Fireteams, or explore. When the Fireteam enters the "Strike proper," it becomes private, and the Fireteam will no longer encounter other players. At that point, players go through a structured and crafted mission that culminates in one or more boss battles.
1212
1213Then there are Nightfall strikes, which are buffed up strikes. In a nightfall you are able to choose certain modifiers to make it harder and get a higher score, or make it easier to be able to speed run through it. Every nightfall strike has a timer (which counts how long you are taking to complete a strike) and a scoring system. With the above mentioned modifiers you are able you get higher scores by using negative modifiers. (the more negative modifiers the harder it gets, the higher the score)
1214
1215To be able to create a Nightfall with modifiers you have to get a Challenge Card from Xur which he sells.
1216
12174.1.1 Strike modifiers
1218Arc Singe: ALL Arc sources deal more damage (also enemies who shoot arc)
1219Solar Singe: ALL Solar sources deal more damage (also enemies who shoot Solar)
1220Void Singe: ALL Void sources deal more damage (also enemies who shoot Void)
1221Grenadier: You’ll get you grenade back roughly 30% quicker and the grenade does more damage
1222Brawler: You’ll get you melee back roughly 30% quicker and the melee does more damage
1223Heavyweight: Power weapons deal more damage and more ammo is available
1224Extinguish: If everyone in your fireteam dies in a restricted zone, you’ll get send back to orbit
1225Match Game: Enemy shields are resistant to all unmatched elemental damage.
1226Attrition: To regenerate health you need to kill enemies and pick up wells of light they drop to regenerate
1227Momentum: The only way to regenerate is to sprint
1228Grounded: Players take more damage while airborne.
1229Blackout: Enemy melee attacks are more powerful, also radar is disabled
1230Famine: All ammunition drops are greatly reduced
1231Iron: Enemies have more health and are not staggered by incoming damage
1232
12334.2 Crucible
1234The Crucible is the PVP side of Destiny. There are multiple game modes you can play like normal quickplay, competitive, rumble (free for all) and Iron Banner if it comes around. The crucible has 2 ranking systems, Valor and Glory. Valor is for normal PVP and the max is 2000 points, when you reach that you are able to reset your Valor rank when you lose you won’t lose any points. Glory is for Competitive and the max is 5500, when you loose in Competitive you’ll lose Glory points.
1235
12364.3 Gambit (Forsaken DLC)
1237Gambit is a multiplayer game type. This mode is a hybrid PVP/PVE mode that features two teams of four as they compete across three rounds. Teams are separated into different areas and must kill waves of enemies to collect motes and deposit them in a central bank to accrue points. Once 75 points have been deposited, a Primeval boss appears and must be destroyed to win the round. During the match, teams can summon blocker enemies (which close the enemy bank), as well as teammates, to the other team’s arena via invasion. In gambit you are able to gain Infamy points and when you reach 15.000 points you are able to reset your Infamy rank.
1238
12394.2.1 Gambit Prime (Season Pass)
1240Gambit Prime is almost the same as Gambit, the only difference is that everything goes way quicker, is has 1 round, but players have to bank 100 motes. In gambit Prime you are able to get certain gearsets which give perks. You have the Collector, Sentry, Invader and the Reaper. There are 3 tiers of amour sets, you can farm these in the reckoning with a weak (ILLICIT +1) middling (OUTLAWED +2) and powerful (NOTORIOUS +3) mote. The more points you have on your armour for a certain class, the more perks you unlock.
1241
1242The collector:
1243The Collector’s job is to pick up and safely deliver Motes back to their bank.
1244INHERITANCE: +3 PERK
1245You drop a percentage of your Motes on the ground when you die.
1246UMBRAL ARMOR: +6 PERK
1247Picking up five Motes in quick succession gives you an overhield.
1248CASHBACK: +10 PERK
1249Generate Kinetic and Energy ammo when you bank Motes.
1250HIGH-YIELD SAVINGS: +15 PERK
1251You can carry up to 20 Motes instead of 15. Depositing 20 Motes at once sends a Giant Blocker to the enemy arena.
1252
1253The Invader:
1254The Invader’s job is to invade the enemy team’s arena, kill opposing Guardians, and heal the enemy Primeval.
1255ASSASSIN’S MUNITIONS: +3 PERK
1256Regenerate Kinetic and Energy ammo while invading.
1257LETHAL DEFENSE: +6 PERK
1258Invasion shield is more powerful.
1259KILLMONGER: +10 PERK
1260After killing an enemy Guardian, gain a damage boost once you return home. Stacks based on how many Guardians you take out during an invasion.
1261BANK ROBBER: +15 PERK
1262You’ll lock down the enemy bank when you invade. Standing near the bank will drain Motes for your own team.
1263
1264The Sentry:
1265Sentries defend the bank from Blockers and Invaders.
1266UMBRAL STRIKE: +3 PERK
1267Killing multiple enemies quickly buffs your damage against Taken enemies. Stacks up to five times, but you’ll lose it after damaging a Taken enemy.
1268SAFE AND SOUND: +6 PERK
1269Standing near the bank heals you.
1270INVADER TRACKER: +10 PERK
1271Damaging the Invader marks them for allies.
1272LIGHT OF THE DEFENDER: +15 PERK
1273Standing in the Well of Light during the Primeval phase boosts stats for you and your allies.
1274
1275The Reaper:
1276The Reaper’s job is to run around the arena and clear the field of enemies.
1277HIGH-VALUE TRACKER: +3 PERK
1278Damaging a non-Primeval yellow-bar enemy — like the High-value Target — marks and weakens them for you and your allies.
1279PINATA OF DEATH: +6 PERK
1280Killing multiple enemies quickly drops special ammo for allies.
1281LONG-LASTING FLAVOR: +10 PERK
1282Motes that drop from enemies you kill last longer before expiring.
1283MAJOR REWARDS: +15 PERK
1284Killing powerful enemies quickly recharges your grenade.
1285
1286
12874.3.2 The Reckoning (Season Pass)
1288In the reckoning you are able to grind out armour pieces for Gambit Prime with a weak (ILLICIT +1) middling (OUTLAWED +2) and powerful (NOTORIOUS +3) mote. Completing run of the reckoning grants you a armour piece at the bank where you put in your mote. The +3 helmets are only available from the weekly gambit bounty (for the right class) and from the weekly Reckoning milestone.
1289
1290In the reckoning you are able to farm for certain weapons as well. The Reckoning exists out of 3 challenges, Asserting Dominance, the Bridge of Folly and the Likeness of oryx/the Two Swords.
1291Asserting Dominance
1292In the Arena you spawn in you have to kill as many enemies as possible in a certain time frame. There will also spawn bosses which give you a percentage buff.
1293The Bridge of Folly
1294In the Bridge of Folly you basically have to capture points, you stand in a circle whilst a percentage goes up from 0 to 100%, the more enemies you kill, the quicker the percentage goes up. Meanwhile Taken hobgoblins will try to snipe and kill you and a big taken boss will spawn. Its recommended to use a Well of Radiance here with a Tether hunter.
1295The Two Swords
1296You go trough a portal at the end of the Bridge of Folly, this will teleport you to a room with 2 big ass knight, if they slam their sword down ur ded. On one side there will be a glowing enemy called ‘the Hermit’. If you kill it a big pool will be on the ground and you are able to damage the two Knights, bigtime.
1297The Likeness of Oryx
1298At the end of the Bridge of Folly you’ll get pulled to the Arena where the Likeness or Oryx will be. You basically just have to shoot him. He doesn’t do much damage himself, you just gotta watch out for the Ogre’s around you. When it teleports to one of the shrines on the platform, it will start a 30-second countdown. You'll be able to track the countdown from the "Counterfeit Gaze" timer in the bottom left-hand corner. If this countdown reaches zero, everyone on your team will take a huge chunk of damage which can, and often will, one-shot you. To stop the countdown, you need to deal enough damage to the Likeness of Oryx.
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13004.4 The Forges (season pass)
1301Forges are there to forge weapons (duh). Visit ADA1 in the Tower to start of your questline(s) to unlock the forges. Certain weapon frames can only be used in certain forges.
1302Blast Furnace (Pulse rifle) – Izinami Forge
1303Kindled Orchid (Hand Cannon) – Gofannon Forge
1304Tatara Gaze (Sniper Rifle) – Gofannon Forge
1305Hammerhead (Machine gun) – Volundr Forge
1306The Ringing Nail (Auto Rifle) - Volundr Forge
1307The Spitefull Fang (Bow) - Izinami Forge
1308Stryker’s Sure-Hand (Sword) – Volundr Forge
1309
13104.6 The Menagerie (season pass)
1311In the Menagerie you go through the Leviathan and Combined with your Chalice of Opulence, you can use the Menagerie to craft weapons and armour pieces to your exact specifications and likings. The Menagerie is a hall of various activities for players to tackle. And each activity earns your Fireteam some progress toward the final boss — depending on how well your team does. You’ll only have a limited time to complete each encounter, but there isn’t a fail state. Doing poorly will just cause taking longer to get to the final boss. Which is different every week and in a three week rotation.
1312The Managerie has multiple different challenges to complete:
1313THE CRYSTALS
1314When the fight starts, spread out and look for Vex Harpies. Killing them drops a Vex Cranium for someone to pick up. The Cranium shoots a beam and is the only weapon that can destroy the crystals embedded in the wall. If you grab a Cranium, find a crystal and shoot it. But don’t waste your ammo.
1315
1316After all the crystals in a wave go down, a boss will spawn in the middle of the room. Kill th e boss. You can use any leftover craniums to deal a lot of damage. After the boss goes down, the game will spawn another round of crystals. Repeat this process.
1317THE RIPOSTE
1318When you start the Riposte, Hive Knights and Thrall will come pouring out of the doors. Focus on the Knights first. They have a lot of health and large shields. When you kill a Knight, it’ll drop its sword. Pick it up. Now that you have a sword, you use that to take down the shield of the bigger Knight. When the shield is down you can use anything you want.
1319Use this process —kill knight, take sword, kill bosses — until the encounter ends. Keep in mind that not everyone should have a sword, since sword players need help against Hive Shriekers and other enemies.
1320
1321THE MOCKERY
1322There are three Havens around the room in The Mockery. If you stand outside the Havens for more than a few seconds, you’ll start to burn and eventually die. When the fight starts, spread your team out around the room.
1323The goal is to kill Wizards and use the energy balls they drop to revitalize the slowly shrinking Havens. If a Haven shrinks too much, it could disappear for the rest of the encounter. Keep feeding the Haven orbs and defeating bosses as they come up.
1324
1325THE ARCBORN
1326When you start the Arcborn encounter, look for glowing pillars of green light. In this fight, you need to run through these pillars of light and collect them — you can hold three at a time. Once you’re full, find the nearest receptacle (there should be a grey square marking them, or a thin green beacon of light) and dump it.
1327When your team deposits enough light, a boss will spawn. Kill the boss and start collecting again.
1328 Hasapiko, Beloved by Calus:
1329Hasapiko is a giant Vex Minotaur. When the fight starts, it’ll spawn on the front of the stage. Hasapiko has an immunity shield, so you’ll need to take that down first. Find a Harpy on the left, right, or middle area of the fight. Kill it, and it’ll drop a pool that you can stand in. While standing in the pool, shoot Hasapiko until its shield drops.
1330After its shield is down, you and your team can start trying to kill Hasapiko. But while you’re trying to kill it, he’ll send a wall of energy down one of three lanes. If it hits you, you’ll die. Hop around the room avoiding walls and repeat this process until Hasapiko is dead.
1331Secret Triumph for Hasapiko:
1332You’ll need a coordinated group to get this Triumph done. When the Harpies come out, have most of your teammates stick back by the throne. Kill the Harpy and have only one player enter the pool and drop the bosses shield with a heavy weapon. You’ll get the Triumph if no two Guardians ever share the same Harpy pool.
1333Arunak, Beloved by Calus:
1334Arunak is a big Ogre in a small room. When the fight starts, he’ll envelop himself in a shield. To break the shield, you’ll need some special Hive orbs, which only drop from the Cursed Thrall on either side of the boss. Spread your team, kill the Cursed Thrall, and start throwing the orbs at the boss.
1335Eventually, his shield will go down. Now you just need to kill him. If you don’t kill him after a few seconds, his shield will come back on. You’ll need to throw orbs at him again to drop it. Repeat this cycle until he’s dead.
1336
1337Secret Triumph for Arunak:
1338You’ll need to kill Arunak without killing any of the Hive Knights he spawns. But he only spawns these enemies on the second round. So you need to one-phase him.
1339
1340https://www.youtube.com/watch?v=Ykq_UtjqXJU&t=1s
1341
1342
1343Pagouri, Beloved by Calus:
1344Pagouri is a giant Vex Hydra. When the fight starts, the boss will lock itself behind a shield. There are three Vex plate locations in the room — one in the middle and one on either side of the arena. Find the active plate and stand on it until the meter fills. This will deactivate the boss’ shield, and lure the Hydra to you.
1345
1346When the boss is back under the shield, start channelling the other Vex plates. For every run past your first, you’ll need to channel an additional plate. Repeat this process until you kill the boss.
1347
1348Secret Triumph for Pagouri:
1349To get this Triumph, you can’t ever summon Pagouri back to the same plate. This is very easy to do as long as you can kill the boss in three phases or less. The last plate you channel is where the boss will spawn. So just make sure you’re moving around the room and channelling the plates in a specific order.
1350https://www.youtube.com/watch?v=UQ29LxFvgPM
1351
13524.7 Raids
1353Raiding is the pinnacle activity in Destiny, at the moment of writing this there are 6 raids in total. Some shorter than others and some more fun than others. Raiding is a not-matchmade activity and requires 6 (or less?) Guardians to clear it. Raid gear is generally the best gear in the game, so it’s worthwhile to collect it all. For a raid I’d recommend to be the highest power you possibly can. Enemies hurt here if you don’t exceed the minimum power level.
13544.7.1 The Leviathan (base game)
1355Calus invites you to The Leviathan to prove yourself worthy of being an ally with Calus. Calus was the Cabal leader before Ghaul (the guy you killed in the main story? Ya that guy)
1356
13574.7.1.1 The Castellum
1358In the first challenging section of the Leviathan Raid, you'll find yourself in a large, open area, so continue straight ahead and you'll find yourself standing on an area with the outlines of three banners, all of which you now have to collect. The Cabal troops are now openly hostile to your Fireteam as well.
1359You'll have to split up into two teams. I'd recommend having four players from your Fireteam hang back and defend the point with the vacant banners, while two players go out and find the three Standard Bearer enemies, killing them and taking the banners that spawn in their wake. Once you've got hold of one of these banners, you'll need to take it back to the base, and put it into the relevant slot. As soon as you've claimed the first banner, hordes of Cabal troops will begin coming for the four Fireteam players that are defending the base. Should the more powerful Cabal troops make it to the base, they'll steal back one of the banners, making your team repeat the whole process over again. This is why it's vital that four players hang back and defend the claimed banners, while two players head off to deal with the Standard Bearers and the banners that they protect.
1360Once your Fireteam has successfully claimed all three banners, a door will open up behind you, and you'll be able to claim the first Leviathan Raid loot chest, as well as advancing to the next area.
1361
13624.7.1.2 The Pleasure Gardens
1363First off, kill all the enemies when you make it into the Pleasure Gardens, and head to the large statue. Two Fireteam members should now pick up the relics located there, and charge them using the light. Once this is done, an opening will appear near the statue, and all other Fireteam players can go pick up the pollen located inside.
1364Now, you'll need to make your way towards the flowers, but taking care not to get spotted by any of the Royal Beasts patrolling the area. So, use the two players holding the relics to guide the players holding the pollen towards the flowers, taking care to avoid all the Royal Beasts, and once you're there, use the players holding the orbs to attack the flowers, causing them to power up.
1365Once suitably powered up, the players with the pollen should all now converge on one Royal Beast, and lay into it. However, doing this will start a countdown, which will cause your Fireteam to perish should it reach zero. You'll therefore have to make sure to kill the Royal Beast quickly, and repeat this entire process until every Royal Beast scattered around the area has been killed.
1366It's vital that you stay in contact with your Fireteam during this challenge, as not being spotted while making your way to the flowers is key, or the timer we mentioned earlier will begin.
1367Challenge: The players that hold the crystal (relic holders) cannot shoot more than one spore each, per damage cycle. So you can only have 2 damage stacks PER phase
1368
1369Prestige: There are two new Beasts to contend with and ultimately destroy in order to succeed. Beast paths have also changed.
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13734.7.1.3 The Royal Pools
1374In the second area of the Destiny 2 Leviathan Raid, you'll find four pressure plates in the four corners of this area, with a fifth one located in the middle. The middle pressure plate gives players a buff called Psionic Protection, which prevents you from taking damage from the water around the arena for roughly fifty seconds.
1375To start this challenge, you'll need four Fireteam members to stand on the four plates, and this will cause hordes of enemies to start spawning. You'll want the four players to remain where they are on their pressure plates, and have two players running around the arena, helping out where they're needed. A Ceremonial Bather will spawn at each pressure plate, and you should focus your fire on taking out these tough enemies immediately, not moving off your pressure plate if you can help it.
1376Basically, all four players need to stand on their pressure plates until a series of lanterns emerge in the arena, which you should then destroy as quickly as possible to conclude the Royal Pools area. If you can't destroy the lanterns in one go, you'll need to repeat the entire process again before you get another shot at them.
1377
1378Challenge: One player must stay in middle pool the whole encounter. The middle person does not have to be on the plate the whole time. So only one person runs around
1379
1380Prestige: Bathers will create a purple field upon dying, which will drop your protection faster if you stand in it. After the damage phase with the lamps, players will receive the Burden of Worthiness buff, and they will see a different symbol above the central plate (as with the Calus fight - either Beast, Axes, Sun or Cup) - corresponding to the corner plates. Go to that plate to clear the buff.
1381
13824.7.1.4 The Gauntlet
1383This will test your teamwork and co-operation, and you effectively can't complete this section without talking among your Fireteam. At either end of this arena, two orbs will spawn, and two of your Fireteam have to pick them up, then finding themselves in a tunnel.
1384At this point, the two tunnel runners will have to complete an obstacle course, having to jump through coloured hoops. You can see which hoop to jump through by whichever one the orb appears in, and the runners will have to call out the position of the orb to the rest of their team outside the tunnel, so they can shoot the correct triangle and open up the hoop inside the tunnel for the runner.
1385Once you're successfully through the tunnel, run straight back to the middle of the arena with the orb, and dunk it into the centre of the map. Once you've completed this three times, your entire team should pick up orbs from the centre of the arena, and find themselves all in the tunnel. You'll then have to make it through the obstacle course one final time, all taking turns to make sure each Fireteam members jumps through a hoop with an orb in at least once round the course.
1386After your Fireteam make it through the course one final time, head into the centre of the arena and deposit the orbs to bring a close to the Gauntlet section of the Leviathan Raid.
1387
1388Challenge: Each player must not step on the same plate more than once. There are 3 cycles and then the final running cycles all players participate in. Every player needs to do every job once. Being on the plate, being a runner and being a Psion puncher.
1389
1390Prestige:
1391Basically the same as the challenge, but an extra Psion will spawn, you don’t need to punch this one, just shoot it.
1392
1393
13944.7.1.5 Emperor Calus
1395In the final part of the Destiny 2 Leviathan Raid, Cabal Emperor Calus himself will finally appear before your Fireteam, and challenge you to one mega showdown. To start the fight, shoot the cup out of Calus' hand, and a horde of enemies will spawn into the throne room for you to deal with. Eventually, Calus will teleport half your Fireteam into a purple dimension, with the other half being left in the throne room to defend themselves.
1396It's straightforward for the team in the throne room, as all they have to do is stay alive, and not kill any of the four Psions with symbols floating above their heads. As for the team in the purple dimension, they will have to shout out the symbol floating above the head of Calus to the team with the Psions, who then have to kill the Psion with the corresponding symbol above their head. Kill the Psion which symbol DIDN’T get called out.
1397Repeat this process every time the symbol above the head of Calus changes, and the shield surrounding him will eventually go down. Now transport yourselves back to the throne room via the orbs, and regroup with the rest of your Fireteam, standing on top of whichever platform is glowing to activate the Force of Will buff.
1398Shoot Calus until he comes invincible, and then head to the next glowing platform to take down his shield and shoot at him once again. You'll have to repeat the entire process above until Calus is eventually dead, which is no small feat.
1399
1400Challenge: On each damage phase you must activate all 4 plates before doing any damage to Calus. All jump on 1 plate, and regroup on one to damage him.
1401
1402Prestige: Whenever a Psion is punched in the throne room, the puncher will switch with someone from the void team. Make sure the one who comes out of the void punches the Psion to go back. This saves a chaotic mess.
1403
1404
14054.7.2 Eater of Worlds (Curse of Osiris)
1406Calus calls upon you once again, this time there is a little ‘engine problem’ you need to fix.
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14184.7.2.1 The Reactor Jumping Puzzle
1419The first encounter a purple lake, this lake is the cooling fluid for the reactors, here platforms rise up out of the lake. The catch here is that only one of your Fireteam can stand on one platform at a time, so you'll have to methodically work your way over the lake, letting one team member go at a time. We should also note that if a single player is stood on any one platform for too long, it'll automatically sink into the poison, meaning you'll have to work your way across the lake fairly quickly.
1420Psion snipers are above you on either side, so make sure to bring a scout rifle with you, and take them out as you move along. After you've reached the first 'checkpoint' area of solid ground above the poison lake, your Fireteam will have to split up, making their way in two groups of three over the poison lake on different sides, and eventually regrouping at the end of the area. At the very end of the area, you'll have to hold out against a few waves of Cabal enemies, after which a loot chest will spawn, delivering your Fireteam some valuable items.
1421
1422Just make sure you are ALWAYS following the person in front of you.
1423
14244.7.2.2 The Electric Walkway
1425The area directly after the purple lake is dubbed the electrical walkway. As you make your way along the pipe in the centre of the area, a flash of light will occasionally occur, wiping out every player who isn't taking cover behind some form of object. Therefore, your Fireteam needs to huddle behind the barriers to either side of the pipe whenever possible, leaving no one out in the open to get hit by the blast.
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14294.7.2.3 The Quantum Mines
1430This is the final location in the Raid Lair and consists of two distinct fights. The first fight is to defuse the mines on the outside of the central structure in order to free the final boss. From here on out, the fights become mechanically challenging. The arena is split into three sections called Expanse, Sphere, and Grove. These areas house Arc, Void, and Solar plates that are used to charge the Vex Craniums. These Vex Craniums spawn between each of the three areas of the map, on the little floating rocks and pillars.
1431
1432When a Vex Cranium is charged, use it to destroy the mine that its element type matches. A Void Vex Cranium can only destroy a Void mine, an Arc Vex Cranium can only destroy an Arc mine, and so on.
1433Only three mines spawn at a time, but it’s important to destroy them in the order that they appear – as they have an extremely short fuse and when one explodes, it will wipe the team. Clearing a section of mines will remove it from the structure, revealing what lies beneath.
1434Continue charging Vex Craniums and destroying mines until the final boss is revealed.
1435
14364.7.2.4 Argos, The planetary Core
1437During the Shield Phase, you will need to charge Vex Craniums in order to match the elemental orbs floating at the points of Argos’ shield. Argos will face one of the three charging plates in the area, either the Solar, Void, or Arc plates, and you will only be able to see the required elemental types from this plate.
1438
1439Once the appropriate Vex Craniums are charged, assign players to pick them up and shoot the elemental orb that their Vex Cranium matches. When shooting the correct elemental orb, it will travel toward the centre of the shield toward the hole. When all three reach the centre, the shield will break and you must deal damage to Argos.
1440
1441When Argos’ shield is down, he is vulnerable to attack, but will continue to attack you. Argos will send out a net that detains anyone it touches and carries them off into space. Anyone who is not detained will need to shoot their teammates free. Argos will also launch six homing missile Harpies that deal considerable damage. Simply dodge the net to avoid getting detained and shoot or avoid the Harpies before they reach you.
1442
1443After a short period of damaging Argos, the shield will reappear, giving you enough time to clear the enemies and collect ammo, however, you will need to be quick as a wipe mechanic will begin soon. Argos’ shield will disappear and be replaced by floating rings. The boss will then begin to summon a ball of Void energy between its limits, and if it is not interrupted, it will wipe the entire team. In order to prevent Argos from completing the team wipe, you must destroy a pair of white glowing points on Argos’ body. There are three pairs of places you must shoot: Argos’ upper arms, under Argos’ armpits/shoulder blades, and Argos’ hump/back/head. Repeat this to defeat Argos.
1444
14454.7.3 Spire of Stars (Warmind)
1446The Leviathan is being attacked by Followers of Ghaul, Calus needs you to protect him and the Leviathan.
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14604.7.3.1 The Statue Garden
1461Spire of Stars will kick things off with your fireteam finding yourselves located in the new Statue Garden area. Follow the path right in front of you using the marker that is directly that is pointing you directly ahead.
1462
1463Your goal in this first area is to light the purple, glowing brazier in the middle of the area. To do so, you will need the four of your fireteam to go to each of the four platforms nearby, while the other two roam around different parts of the area, taking out any enemies they encounter. Throw the orb into the brazier when you're ready to start.
1464
1465You will have to raise the four platforms one at a time using the orb that can be found in the middle of the room. Start by having whoever will raise their platform first grab the orb and quickly making their way to the platform to raise it.
1466Only stand on your platform when you have the orb. This is because standing on it will give you a debuff called Engulfed, which will kill you when the counter reaches zero. In addition, holding the orb will give you another debuff called Greed that kills you when its counter reaches 10.
1467
1468The key to raising all four platforms is quickly getting the orb, standing on your platform to raise it fast, and then passing the orb to another player by their platform before you die.
1469Continue to repeat the process of passing the orb, raising the platform, and passing it off again until each of the four platforms have been raised. Once all four are done, the brazier in the middle will open up and you will need to throw orb inside to light it and move onto the next part of the Raid Lair.
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14724.7.3.2 Power Conduit
1473This minor jumping puzzle is actually really easy to accomplish. Simply jump from fan to fan carefully, using any panels you see to extend bridges across until you've reached the Celestial Observatory where things get really interesting. Note that each panel level increases the number of Guardians necessary to use it. The second will require two and the third will require three together.
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14774.7.3.3 Celestial Observatory – destroy the ships
1478Upon clearing the room, the four outer plates will begin to glow and some players will receive the "Superior Retainer" buff. While four of the Guardians stand on the glowing plates, one of the teammates with the buff will need to jump into the pillar of orange light that appears.
1479
1480That person will be sent into space and will need to examine their surroundings while communicating with the fireteam. There are three ships and one of them can have a symbol above it (Circle, Triangle or Square). Call out the symbol, while the team has people stand on all three plates.
1481
1482This will cause the doors to open and reveal three purple devices. An orb will spawn like before that must be charged up and then thrown into the purple device near the correct symbol that was called out to deal damage to the ships.
1483
1484Then another orb will spawn. Have someone with the same Superior Retainer buff grab that orb and charge it up with the Greed buff. The four assigned to the outer plates must then stand on their plates to unlock the orange pillar of light. Have the person with the orb ride it into space and throw the orb at the same ship that had the symbol before.
1485Repeat that same process all over again, going into space to see the symbol and charging up the orb, two more times to destroy the other two ships
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14894.7.3.4 Celestial Observatory – Kill Val Ca’our
1490First focus on taking out the numerous adds. Once you have killed enough adds, the boss his shields will turn a purple colour.
1491
1492At the same time, an orb will appear at one of the four outer plates from before. Have someone grab the orb and pass it to every single member of the fireteam. Anyone that doesn't touch it before the debuff counter hits zero will die. Once that is dealt with, have four assigned players stand on the outer plates.
1493
1494One Guardian will receive the Superior Retainer buff once more and they must ride the pillar of orange light into space once again. This time, two symbols can be seen in space. Call those two symbols out for your team. Now, have three players stand on the inner plates while two players grab the two orbs (note: it's two this time) that spawn on two of the outer plates.
1495Have those two players charge up the orbs with Greed and hit the two purple devices that match the two symbols called out earlier. Now, like before, two Guardians will get the Superior Retainer buff again. Those two players must grab the two new orbs that spawn on the outer plates and charge them up.
1496
1497The four others must stand on the outer plates while the buffed pair ride up into space with the orbs in hand. The two Guardians should work together and each take out one ship with the orb. With the two ships destroyed, one more orb will spawn. Have 1 people with 1 ball go into the back rooms and when the timer hits 9 or 10 pass it over to the other person he went with. This way you’ll have enough time for 3 balls to spawn. At this moment the Calus bot behind him will rise and you have to throw the balls in his hand. He will destroy the boss his shield. Now you can damage him. If you do sufficient damage orbs will scatter around the arena, throw these at the boss to finish him.
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15014.7.4 Last Wish (Forsaken)
1502The Awoken have one big secret, Riven of a Thousand voices. She has been taken. And you need to slay her.
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15194.7.4.1 Kalli, The Corrupted
1520When you go into the Kalli room you’ll notice in the middle there are 6 symbols, these symbols correspond with 6 symbols above plates. The encounter starts with you standing on these plates at the same time. The plate will split into 3 even sections which 2 of are ‘corrupted’ and if you stand on them they will explode. This will have implications for the damage phase. The clear spot on the spot will move around, move around with it. After a couple of seconds a Knight will spawn, kill it and go to the middle.
1521
1522When everyone is done with their plate damage phase starts. Shoot Kalli with everything you have. At some point she’ll start her wipe mechanic, under her rooms will open, everyone go into one of those rooms and you’ll survive her wipe mechanic. If you didn’t complete your plate earlier 1 less door will open up, which means one of your fireteam will die.
1523
1524Challenge (Summoning Ritual): Activate all 9 plates, kill all Knights, and kill all Ogres in the middle before doing damage to Kalli.
1525
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15284.7.4.2 Shuro Chi, The corrupted
1529Once you enter the room, your four-minute timer will begin. This timer, Shuro Chi’s song, is how much time you have to clear the first floor, so focus on the Taken enemies first. There will be Taken Thralls and Knights, and also a shielded Taken Knight called Eye of Riven.
1530
1531Once the many waves of enemies are defeated, three crystals will appear around the Boss. A message will appear saying that “Shuro’s tempo quickens” and the timer will count down at an accelerated rate. You need to take down her barrier to stop this. Choose three people in your team to interact with the crystals in sync, firing to the person on your right to form a triangle of light that destroys her barrier. Fire as much as you can (preferabily your shotgun)
1532
1533The timer will continue to count down to move quickly to the next area to take down the new wave of enemies. After she moves on, an Ogre will appear at the back which you should tackle last once the annoying swam of Thralls have been dealt with. Eventually, you will reach the next Boss platform and you can carry out the same process again.
1534
1535There are two damage phases per floor, so after she moves again you will enter the first puzzle room. There is a three by three grid of circle plates on the floor which correspond to the images on the wall. The orientation of the plates is based on facing the image. When you look at the wall, you’ll see there are four squares missing from the image, so you must stand on the plates to fill in the gap. The plates hurt you, so you can’t stand on them for too long. You can also only stand on each plate once, so if for some reason you were to fall off a plate, you can’t get back on it because it locks you out, so you cannot stand on the same plate twice. Team organisation is key.
1536
1537If done correctly, the platforms above will come down, allowing you to jump up and carry on to the second floor. The timer will also reset to four minutes, giving you enough time to defeat the enemies and inflict damage upon Shuro Chi. After two damage phases, you will enter a second puzzle room which works in the exact same way. You’ll then be able to reach the third and final floor.
1538
1539Challenge (Which Witch): Shuro Chi has a special attack which is basically a snipe. You cannot get hit by it, otherwise the challenge fails. Watch out tough because this attack has some small splash damage.
1540
1541
15424.7.4.3 Morgreth, The Spire Keeper
1543Around the arena, balls of Taken Strength will spawn and float above the ground. The first spawns just to the boss’ right, on the left side of the arena. Jumping through this will start the encounter, and give that player one stack of Taken Strength.
1544
1545For the duration of the fight, enemies will spawn all around the room, as will Taken Strength. Have two players on each side dedicated to collecting this Taken Strength, with one player on each side dedicated to cleansing. All players must kill the enemies quickly to progress the fight in time. Otherwise, you’ll have a very small window for dealing damage.
1546
1547The collection players can only collect two stacks of Taken Strength at a time. Upon collecting a third, they’ll die instantly. However, there is a way to get rid of your stacks. Morgeth will occasionally target a player with Taken Strength and lock them away in a tornado of doom. While locked away, you can still fire, and you’ll be immune to damage. If you’re trapped in the tornado for too long — 20 seconds — Morgeth will kill you and devour your Strength.
1548
1549the arena, two Taken Captains will spawn — they’re called Eyes of Riven. These Captains will drop a buff on the ground once they die. One of the two cleansers should grab this buff, while the other lets theirs sit on the ground until it’s either needed or about to expire.
1550
1551When an ally is stuck in the tornado, a cleanser must take the Eye of Riven buff to the tornado, get very close to the trapped player, and use their grenade. This will instantly free the player and transfer all of their Taken Strength to the cleanser. It is imperative that the cleanser never pick up a single Taken Strength, or else this cleansing process will instantly kill them.
1552
1553After killing enough enemies, a Taken Strength will spawn in the same location that the first buff did — the one that started the fight. Once someone grabs that buff, the damage phase will begin.
1554
1555To damage Morgreth you either stand behind him and shotgun/super him to death. Or stand on the bridge on the far end of the encounter with a sniper.
1556
1557Challenge (Fight Forever): In the encounter a lot of enemies will spawn, aswell as Ogres. Don’t touch the Ogres, if one dies the challenge fails.
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15604.7.4.4 The Vault
1561The arena has a large globe in the centre, surrounded by three plates. The arena itself is surrounded by three rooms behind these plates, which are connected to one another by small tunnels. You’ll need calls for the plates and the rooms behind them: Forest, Rocks, and Stairs, based on the features in each room.
1562Three players will initiate by jumping on the plates, which activates the ‘Vault Security Mechanism’ timer. It lasts three minutes and if you let it expire, it will wipe you. The plate team should look up at the apparatus around the globe, where they will each see three different icons, arranged in a row from left to right. Agree an order to call these out: whomever goes first should call out the central icon in their display. One of the other two players will have a copy of this icon on either the left or the right of their display – they should call it out, and call its position. This copy needs to be ‘cleansed’ at the plate where it is found.
1563An Eye of Riven will spawn kill it to get an orb this orb can give one of two buffs – either Penumbra or Antumbra. The position of the duplicate icon – left or right – will dictate which buff you need to cleanse it. If the duplicate icon is on the left, you need Penumbra; if it’s on the right, you need Antumbra.
1564Everyone else needs to be in the centre killing adds, and they also need to tell the runner which room has opened. The runner then goes directly there via the connecting tunnel – go the wrong way and you waste time. There are some enemies in the tunnels and outer rooms, which is why the runner might need a hand (even though the Eye of Riven gives them a powerful gun). When they get back to the centre, they use the grenade ability to cleanse whichever plate needs the buff they’re carrying. This resets the Vault Security Mechanism, so you effectively have three minutes per cleanse. Put the wrong buff into a plate, and you die.
1565During this encounter Knights of Riven will spawn at random, take them out before they reach the plates. If they slam their swords in it, its wipe and the whole team dies.
1566
1567Challenge (Keep Out): Basically in the Vault encounter don’t let the Knights out if the rooms, if they go out the challenge fails.
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15704.7.4.5 Riven of a Thousand Voices
1571I couldn’t find a quick, small guide for this encounter. I know its long, so we’re going for the easy version.
1572
1573For this you’ll need a Lunafaction wearing Well of Radiance Warlock, a toptree Solar Titan, just 1 Tractor Cannon and a Void grenade launcher with spike grenades or a rocket launcher with Cluster bombs.
1574When you go into the first room you’ll notice 6 plates around you. All 6 fireteam members need to stand on one of the plates, if everyone does this the encounter starts and everyone falls down. Every fireteam member goes into the same room (generally the blue/crystal room) and wait for Riven to come out. If she doesn’t go out of the room and stand against the wall, it will teleport you to the starting area. Go to the right, behind the tree and fall down, walk to the other side of the room and fall down again.
1575
1576Multiple enemies will be in this room, try to kill them all before Riven barges into the room. Let a Warlock place down a Well of Radiance and let him punch her cheek for the empowerment buff. Let a titan Hammerstrike her cheek as well, you can also choose to let someone use tractor cannon for an extra void buff. When her mouth opens up unload everything you have (huehue), but be careful it doesn’t hit the eyes. She doesn’t like that.
1577
1578Her health bar has a tiny bit left on the end, this is her final stand. When you reach this you’ll get teleported to the Ascendant realm and you need to climb you way up into the portal, in this realm you are damaged so you have to be quick.
1579
1580Repeat what you did for the normal damage phase for the last bit of health and she’s dead.
1581
1582The moment she ‘dies’ go into her mouth and follow the pathway, there will be a big black pulsating orb, shoot at it. This is her Heart, after you’ve taken out the heart you’ve officially killed Riven.
1583Challenge (Strength of Memory): The aim of the Strength of Memory challenge is to have all your Guardians avoid shooting the same Riven Eye multiple times during the fight.
1584
1585If you do the version I explained above you’ll do this automatically because you don’t need to shoot the yes.
1586
1587
15884.7.4.6 The Queenswalk
1589Players who are not chosen by Riven’s heart will receive a debuff called Creeping Darkness which will stack up to x10, at which point they will die. The only way to remove this debuff is to stay within the aura of the person carrying Riven’s heart.
1590
1591The aura around the heart carrier will slowly shrink over time, until the last second, at which point the heart carrier will disappear, as will anyone who is too close. The first person selected by the heart will always disappear into the other realm and more mechanics will be introduced.
1592
1593While in the realm, beams of light will appear, collecting all beams of light at the same time will reset the timer for whoever is holding Riven’s heart. This will happen once per heart carrier, meaning that whoever is carrying the heart can have the timer reset once, and then the timer will definitely count down to zero and they will be teleported away. You got to make sure the person holding the heart is always counting down. To make it easy the first one who got teleported into the heart ALWAYS picks up the last buff, the people who got teleported in after him can pick up any they want (just one though)
1594
1595Players must work together to backtrack through the raid, clearing a path for the person carrying Riven’s heart. The player with the heart can only walk and single-jump, so taking the shortest route is important. It’s a good idea to remain behind the person with the heart, so as to avoid being taken to the other realm when the timer hits zero.
1596
1597When you are at the end the player automatically dunks it into the hole. All players get teleported back and the Techeuns Kalli and Sedia will cleanse the heart. Now loot will spawn and the Last Wish raid has been cleared.
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16004.7.5 Scourge of the Past (Season pass)
1601 The Black Armory vault has been breached! Make sure to get there and kill everything that comes in your way.
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16184.7.5.1 Botza District
1619Near the centre of the district is a short mid-sized building with Fallen equipment set up on the roof. Get to the roof and you’ll meet an elite enemy: Berserker, Kell’s Scourge. It won’t seem like you can kill him at first, but there’s a trick. Someone needs to get his attention and trick him into triggering a large AOE attack. This will open an orange vent on his back that’s vulnerable to damage. Blast it quickly to kill Berserker. When you do, he’ll drop a time-limited, dunk able energy ball called a “Radiant Battery.”
1620
1621Take the ball to the Fallen equipment nearby and dunk it into the sphere-ish generator. It will summon a holographic map of Botza — one that tracks your fireteam in real-time, the energy bubbles, and ominous red triangles.
1622
1623Only one red triangle (each of which represents another elite enemy) will have a red ball over their map marker. One player should stay by the map to direct the rest of the team towards the enemy that does have the ball.
1624
1625Killing this specially marked Berserker will drop more batteries. And each battery corresponds to a number that’s only visible via the holographic map. You can tell which battery is which, and where it needs to go, by the number of illuminated squares above the markers on the map. So the player that holds the battery with three squares needs to be directed toward the bubble with three squares, as well.
1626
1627Servitors will spawn by the generators and block them. That means another player not currently holding a battery will need to follow their ally and clear the bots out, first. Not only that, but after a player deposits a battery, they’re prohibited from picking up another for two minutes. So players will likely need to rotate between map directors and battery carriers. It helps to plan this order out ahead of time.
1628Once you deposit all the batteries, congratulations! You’ve finished the first section of Scourge of the Past.
1629
1630Challenge (Hold the Line): Don’t let the map generator timer drop below half.
16314.7.5.2 Sewer Maze
1632The sewers are a small, interstitial area you reach after exiting Botza via the eastern bubble. There are no enemies. You just need to find a stone hole broken through one of the walls. It leads to the next real area.
1633
1634There’s a trick to helping anyone having trouble, too. The sewers sport scattered lamps built into the ground. Players can turn these on and off to create a bread crumb trail for their peers. Just don’t turn them on will nilly. Make sure you know your way out and light the lamps leading to your friends, instead.
1635
1636Otherwise, you can use the lamps to mark where you’ve already been. That way you know that any dark hallway could potentially be the exit. And bear in mind that you can still use your sparrow to zip around faster.
1637
1638You’ll know you’re in the right area when you spot a pile of broken machinery on the ground. Past that, and up a large pile of rubble to your left, is a square opening in one wall that leads to a massive pipe. Follow it to the Botza Underground.
1639
16404.7.5.3 Escape!
1641From there, it’s a sparrow race against time through a mostly linear pipe filled with rotating gates and enemies. Try not to slow down. If you do, a massive, flaming servitor will burn you alive.
1642
1643You have a tiny bit of leeway, though. If you reach a ramp you can’t pass over, hop off your sparrow and leap over it. If you miss a jump, dismount your sparrow in mid-air and try to use your Guardian’s double-jump to clear those last few feet. Just make sure you always hop back on when you have open road ahead of you.
1644
1645Eventually, you’ll reach another dead end. That doesn’t stop the servitor. It’ll keep chasing you and kill the fireteam. Two of your teammates will need to hop off their sparrows just as they enter the dead end room. Flip around to face the way you came and you’ll see two more of those hand scanners. Time the melee strikes correctly to shut the door on the servitor once and for all.
1646
1647Along the way there are buttons, if all 6 are pressed ‘a door opens somewhere’. In the end room you can go to the left now. After a bit of parkouring and jumping up you are at a chest which has the chance to spawn an Exotic sparrow with a perk that enemies are less aggressive to you.
1648Link: https://www.youtube.com/watch?v=k10fj70Nnp4
1649
16504.7.5.4 Vault Access
1651One of the first things you’ll notice is a large servitor elite. Destroy it, as Guardians are wont to do, and energy barriers leading to an outer, underground torus will open up. This subterranean tunnel has more of the hand print analysers as before. Except now they show symbols: a cube, a sphere, and a pyramid.
1652
1653Assign one player to each terminal. The remaining three should stay topside to clear the enemies and prepare to kill another servitor. Two of the three terminals will show their symbols, while the third will be a garbled mess. Have the two players assigned to the active hand print terminals melee them to acquire a buff. When they do, the energy barriers will reform, and the topside players need to kill that second servitor.
1654
1655With the second mini-boss dead, the terminals will reactivate in random order. The three underground Guardians need to decide if they want to rotate clockwise or counter clockwise. That’s because the buffed players can’t stand close together. If they do, they’ll tether together and die. But everyone needs to find their respective hand print analyser and melee it again (IF it has the same symbol as earlier).
1656
1657Repeat this process until all three players have two stacks of a single buff. That is to say, one player needs to hit the cube twice, another needs to hit the pyramid twice, and the third needs to hit the sphere twice. When everyone has 2x stacks of the buff, re-join the group topside.
1658
1659Take your buffs to corresponding glowing plates around the inner circle of the arena. This will spawn three tanks. Use them to shoot the large machine in the middle of the zone and avoid the Fallen aerial bombardment. Once you take out a quarter of the machine’s health, assuming you’re quick enough, the next phase begins.
1660
1661Challenge (To Each Their Own): All players in the fireteam must “collect” and deposit each buff in the vault encounter. (Meaning that everyone individually has to obtain and dunk the Continuous, Angular and Parallel buffs BEFORE the boss is killed. If the boss is killed too early, the challenge is failed.
1662
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16644.7.5.5 Defeat Insurrection Prime
1665It’s time to relive the first step of the raid. Another Berserker will appear somewhere in the area. Find him, kill him, and steal his battery. Take the charge back to where you entered the Botza Ruins and place it into the generator there. Another map will spawn and you’ll need to repeat the same process from the intro to Scourge of the Past.
1666
1667Here’s the twist: whoever is standing by the map to call out generator locations also needs to shoot Insurrection Prime, Kell’s Scourge. The massive mech is covered in glowing weak points that give it a protective shield. The map coordinator can use a sniper or other long-range weapon to blow these away while the other players drop off their orbs. Players without a battery, especially those with the two-minute debuff, can help.
1668
1669Once you deposit enough charges a tank will spawn, Insurrection Prime will reveal its true weak point: a servitor built into its core. Shoot Insurrection Prime with the tank to stun him.
1670
1671From this point you can damage him, after a couple of seconds the screen flashes and you get a buff, Continuous, Angular or Parallel. If 2 people stand next to each other they buff each other in damage. If someone with another buff stands near they get tethered and kill themselves. For ease this is the strategy I use regularly.
1672
1673 BOSS
1674 A
1675 C P
1676
1677This way there’s enough space between players to not get tethered. Everyone needs to watch out tor the change of buffs.
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1679
1680Challenge (All for One, One for All): Each player must break one of Insurrection Prime’s shield weak points and must not shoot more than once each damage phase.
1681
16824.7.6 Crown of Sorrows (Season pass)
1683Calus calls upon you once again, one of his Shadows have been indoctrinated by the Hive Crown of Sorrows, and you need to kill it.
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17094.7.6.1 Witch’s Ritual
1710When you first begin the raid you’ll enter an open room with a circle straight in front of you that surrounds a pile of bones. Whoever steps inside of it will get buffed, so you’ll want to assign three players who’ll do just that. Once you’ve done that, divide your six-person group into three smaller groups, with each team having one buffed player and one unbuffed player, and designate those teams to the left, middle, and right areas of the room that you’re currently in
1711
1712Buffed players have one minute to live, and when the timer runs out they will be cursed for about 3 seconds before dying. So, to avoid that and reset the timer, the entire team needs to gather around a Witch Vassal that’s located in the front middle of the map. Once you’re all gathered around the Witch Vassal, shoot it and the buff will transfer from those who have it to those who don’t
1713
1714While you’re buffed you can only do damage to two things, Knights and Blessed Ogres. Once the knights are killed two Ogres will spawn, one blessed and one normal. If you have the buff, team up on the blessed one, and if you’re unbuffed, go for the regular one
1715
1716While this is all going on, there will be crystals that spawn around the map at random as well. A buffed player and an unbuffed player will need to coordinate with each other to shoot them at the same time, otherwise they won’t break.
1717
1718Challenge – Limited Blessings: Basically have only 2 people who are blessed every time. These people cannot die otherwise the challenge fails. These people also need to make sure to destroy the crystals.
17194.7.6.2 Access the Kingdom of Sorrow
1720Like last encounter, you’ll notice a glowing circle in front of you, and just like before, 3 people need to get the buff. Crystals will now spawn on different platforms, and some of them will have shields. You can shoot a normal crystal wherever you are, but you’ll need to go beyond a shielded crystal’s protection to damage it. A buffed and unbuffed player will need to shoot them at the same time. Like last encounter the Buff runs out in 1 minute, so you need to make your way across the room to the checkpoint to switch buffs.
1721Challenge: None
1722
17234.7.6.3 Gahlran’s Deception
1724Before you start this encounter, you’ll want to divide your team into three teams of two again and designate those teams to a side of the map. Just like before, there are buffed people and non-buffed people.
1725There will be 3 rooms, 1 with the Deception, 1 with a buff and one who basically does nothing. In every room enemies will spawn you need to kill ASAP to get to the Ogre. When the Ogre dies a Witches vessel will spawn. The first team, which is the buffed player and their partner, should go to the Vassal. The second team, which is whoever’s side had a disappearing Galhran’s Deception, should send their nominated player over to take a buff. The final team doesn’t need to worry about sending anyone over. Once this completes, the cycle of killing Witches and Ogres starts again.
1726For this part, assign an unbuffed player and a buffed player to punch Gahlran’s Deception at the same time to break the shield and do damage. Once his guard is down, unbuffed players will be able to deal damage to him, and buffed players will be able to take his shield back down when it appears again to prolong the damage phase. To get the most time here, have your buffed players assign themselves in order and take their shield back down. Once a buffed player destroys the shield, they lose the buff but can deal damage to the boss.
1727
1728Challenge Total Victory: Basically you need to destroy Gahlran’s shield 5 times, every person with a blessing needs to participate and need to destroy A shield.
1729
1730
17314.7.6.4 Gahlran, the Sorrow-Bearer
1732Now it’s time for the final encounter of the raid. To start it off, shoot Gahlran, and three versions of it will spawn at different points in the area. You can call this out as you wish. Top, left, and right work just fine, though, as the room is shaped like a triangle. Much like the other fights in this raid, this one also has a buff plate. Assign three players to jump on it, and have the other three return to their side of the map where a vision of Gahlran will be waiting. Just like before, you’ll be in three teams of two.
1733
1734You’ll also notice that all three Witch’s Vassals are active. To stop any overlap, you and your buddy should only use the Vassal that is to your right while you’re looking at your Gahlran. The crystals are also back, and they are all shielded. These can be quite nasty as they can cause your team to wipe, so make sure you take care of them when they pop up. These crystals also move clockwise, so if top room gets it, right room will be next
1735
1736Players with a buff need to kill the two Knights that spawn on their side. When four Knights die, an Ogre or a Gahlran’s Deception will spawn – anyone call kill an Ogre. When Gahlran’s Deception generates, a buffed and non-buffed player will need to coordinate to hit it and destroy its shield when it’s at the top of the stairs. When its protection is down, it’ll remain still, and players on that side will need to keep an eye out for when their Gahlran’s hand turns green. When that happens, shoot it, and when enough damage is done it’ll crush the Deception.
1737
1738Gahlran will soon start channelling the green energy from their hands to their face. For this part, you’ll want to assign a player to each hand. When enough damage is done, you’ll be able to shoot their face. After this, two versions of Gahlran will disappear, leaving one. At this point, everyone should gather at that location’s Vassal and refresh their buffs. Once that’s done, repeat the process of shooting Gahlran’s hands and face again. That’s it. You’ve completed the Crown of Sorrows raid.
1739
1740Challenge - With both Hands: Basically one Guardian shoots 1 hand, select people for 1st phase left & right hand, same for 2nd and 3rd phase.
17414.7.7 Garden of Salvation (Shadowkeep)
1742No info yet.
1743
1744
17454.8 Exotic Quests
1746In the world of Destiny there are multiple quests which reward Exotic weapons, all of them with a special perk. These exotic quests are generally fun to do and rewarding.
17474.8.1 Sturm
1748The first thing you will need to do is beat the story. This unlocks world quests on each of the planets, including one called “O Captain” on Nessus. Complete that quest, and its follow-up “My Captain,” to be given the Drang legendary sidearm and a piece of paper for Master Rahool. Take the paper to Rahool to begin the Relics of the Golden Age exotic quest.
1749The first part of the quest can be time-consuming. You must complete the following objectives:
1750• Decrypt five legendary engrams (leveling up vendors counts).
1751• Decrypt one exotic engram
1752• Kill 10 Fallen on Nessus using Drang.
1753
1754After completing that, return to Master Rahool and he’ll give you a note for Tyra Karn on the Farm. Go to her to get your next set of objectives:
1755• Get 10 Fallen multi-kills on Nessus with Drang (kill at least three enemies without reloading for it to count. Doesn’t have to be fast).
1756• Defeat 10 Fallen Majors with Drang on Nessus.
1757
1758Afterwards, return to Tyra Karn and she’ll give you the final step. Head into the Exodus Crash strike and look for a servitor called Kendricks-7 and kill it. After that, simply return to Tyra Karn and collect your Sturm exotic hand cannon.
17594.8.2 MIDA Multi-Tool
1760Head on over to the EDZ to do the “Enhance” quest. You’ll have to track down some Fallen but it’s not a tough quest. At the end, Devrim Kay will give you the MIDA Mini-Tool, a legendary submachine gun that pairs with the MIDA Multi-Tool.
1761When you’re all done with Devrim on Earth, head to the Tower and talk to Banshee-44. He’ll have a quest for you called “Sigh, Shoot, Repeat.” It’s not challenging or anything, just a bit time-consuming. The first step requires you to:
1762• Kill 50 enemies using precision shots from a scout rifle.
1763• Get 25 multi-kills with a scout rifle. (Kill 3 or more enemies without reloading).
1764
1765The following step after completing the above objectives is called “Under the Hood.” For that one, you’ll have to dismantle five rare or legendary scout rifles. Once done you’ll have one more step, “The Fall Will Kill You.” Simply get 50 submachine gun kills while you’re in the air.
1766When all is done, go back to Banshee and claim your shiny new MIDA Multi-Tool to finish off another of Destiny 2’s exotic quests.
1767
17684.8.3 Rat King
1769Head to Titan and Talk to Sloane for the “Enemy of My Enemy” quest. You’ll need to hunt down this Fallen Captain. Don’t worry, you’ll be guided through the whole thing, and it’s not difficult at all. When done you’ll get an item and quest called “Rat King’s Crew.” The quest consists of four riddles which each depict challenges that increase in difficulty. Also, you must do the quest with other rats. So either play with at least one other who has the quest, or a player who already has the weapon.
1770• Riddle One Solution: Complete three patrols with your fireteam.
1771• Riddle Two Solution: Complete two public events with your fireteam.
1772• Riddle Three Solution: Win two Crucible matches with your fireteam.
1773• Riddle Four: Complete a Nightfall Strike with five minutes or more left on the clock.
1774
1775This quest can also be randomly triggered at the end of a Strike it seems. While running Strike playlist, some players have gotten the Rat King’s Crew item to appear as a reward.
17764.8.4 Legend of Acrius
1777After completing the game and you continue to explore the world of Destiny 2, you will get a mysterious item randomly in your Power Slot. The item tasks the player with heading to Nessus and collecting some items from Cabal. Once that’s done, you get the next, mysterious step: Await the World-Eater. The step comes with the following text:
1778The decrypted communications indicate something is coming. Look for the arrival of the “World-Eater.”
1779Now that the Leviathan raid is live, the Await the World Eater Step becomes Destroyer of Worlds which simply requires that you complete the raid. After that, it’s time to take on a very tough version of the Arms Dealer Striker. It’s pretty much a Prestige Nightfall with only 7 minutes to start. You must destroy anomalies that appear in order to get more time. When you beat the strike you’ll actually get the weapon, though it will only have a single perk, you’ll need to complete some more steps to have the full weapon.
1780Back to the Bazaar is the next step in the quest to acquire the Legend of Acrius, and it requires to speak to Benedict 99-40 who has a few objectives for you:
1781• Kill 25 Cabal
1782• Kill 15 Cabal at Close Range
1783• Get 10 multi-kills on Cabal with the Legend of Acrius. Since the weapon only carries one slug in the magazine, you’ll have to work at grouping them up.
1784When you’re all done, return to Benedict 99-40. The next step is His Highness’s Seal. You must eliminate bosses and complete the Leviathan raid to earn 10 Emperor Seals.
1785
17864.8.5 Sleeper Simulant
1787First, visit Ana Bray to begin the quest, and then you’ll need kill Cabal and Hive with the IKELOS. Next, kill powerful enemies with the IKELOS equipped. These are any enemies that have an orange health bar, or bosses. Then, you need to complete strikes with the hand cannon equipped. Just hop into the Vanguard Strike playlist and bang them out. After that it gets a bit more tricky.
1788You’ll need to complete through level 3 of escalation protocol, which can be tricky if your team isn’t very good. Keep lurking around Mars and you’ll eventually get it.
1789Then, you need to find 15 sleeper nodes and use the correct override frequencies to crack them open. You will need four Resonate Stems to create each individual override frequencies which are best farmed by completing patrols on Mars. This is by far the most time consuming part of the exotic quest.
1790Finally, you’ll unlock a 360 version of the final mission of the Warmind campaign, beat it, and the Sleeper Simulant is finally yours.
17914.8.6 Worldline Zero
1792To get the Worldline zero, you need to collect Lost Memory Fragments on Mars. It is a bear to complete and will take you a boatload of time and effort. There is a guide to help you out with all the Fragment locations, if you’re going to truck on through for the sword anyway.
1793When you get to each Fragment, you’ll need to shoot it with different elemental weapons, depending on what colour it’s glowing. White = Kinetic, orange = Solar, purple = Void, blue = Arc, and red = Valkyrie javelin. You need to get at least 35 Fragments to unlock the Exotic sword Worldline Zero. If you get all 45, you’ll get the Sparrow.
1794
17954.8.7 Polaris Lance
1796This will begin the exotic quest after talking to Ana Bray.
1797Nascent Dawn is split up into five different parts, here is how to complete all of the steps for it.
1798Step 1: Complete three patrol missions, one lost sector, and locate the sleeper node in Dynamo Approach (you will hear Rasputin’s classical music when you’re close). Do all that and return to Ana Bray for part 2.
1799Step 2: Get 25 kills with the Javelin, complete the Psionic Potential Heroic Adventure, find the sleeper node in the Ma’adim Subterrane Lost Sector. Go back to Ana Bray again for another task.
1800Step 3: Complete 10 total levels of Escalation Protocol. Unlike the Sleeper Simulant quest, just clearing the first wave over and over will suffice. Complete three Vanguard Strike playlist strikes. Find the sleeper node in Olympus Descent. Back to Ana!
1801Step 4: Using the new scout rifle you have as a reward from Ana, get five precision multi-kills without reloading as well as 20 total scout rifle kills. Then, complete the now reappeared Fury mission on Io. Finally, find the sleeper node in Mindlab Rasputin.
1802After completing these four steps and returning to Ana one last time, you’ll have your Polaris Lance finally.
1803However, an optional step 5 will grant you its catalyst and complete the exotic quest. Here’s how to do that final step
1804Step 5: Get 15 Javelin multi-kills. Complete three matches in the Crucible, beat the now reappeared Strange Terrain mission, and find the sleeper node in Alton Dynamo.
18054.8.8 Ace of Spades
1806First things first, beat the Forsaken campaign and then talk to Banshee-44. Then, follow these steps:
18071. Get kills with a Hand Cannon in Gambit, if you kill an Invader 5 times
18082. Get 250 kills in Strikes using a Hand Cannon.
18093. Get 25 precision kills in the Crucible using a Hand Cannon.
18104. Complete the ‘Ace in the Hole’ mission on Titan.
18115. Bring the weapon back to Banshee, to get your fancy new Hand Cannon
1812
18134.8.9 Malfeasance
1814To start the exotic quest for Malfeasance, you must first head into Gambit and hopet that when you get to the Primeval phase, that a rare Servitor boss appears. Kill it, and the quest will begin. Return to the Drifter in the tower, this will start the Seething Heart quest.
1815After that, you’ll need to kill difficult Taken enemies. These are orange bar Taken enemies or bosses. We suggest running through The Corrupted a few times to get this done.
1816That will prepare you for the next step, clearing a 580 power level version of The Corrupted strike. Try to at least be in the 550s and bring some friends, because it will be very rough otherwise.
1817Next, the Drifter wants you to bank motes in Gambit, and get wins. If you lost motes, you lose progress. So be careful.
1818The final step requires you to get 25 kills as an invader and as a team, kill four invading players. Once you have completed that final step, return to the Drifter and get the Malfeasance hand cannon.
18194.8.10 Wish Ender
1820It’s the easiest to watch this video about it.
1821https://youtu.be/u7TsLMQ7sW4
18224.8.11 The Last Word
1823Step 1: After speaking with the Drifter, defeat Hive with Solar Damage, Collect 75 Hive Tablets and defeat 3 Hive bosses. If you go to Escalation Protocol you’ll knock all of this out in no time.
1824Step 2: Return to the Drifter, then defeat Guardians in the Crucible until you fill up the progress bar. You can use any gun you like, but keep in mind deaths erase progress, so try to keep at least a 1:1 KDA ratio to keep the progress moving briskly.
1825Step 3: A mission will now appear on Titan. It’s soloable at power level 500, but it will get a bit hectic. You’ll need to progress until you’re in a large room of Hive and an invincible acolyte. Defeat the three Major wizards that are in the room to bring down the acolyte’s shield. You’ll need to do this three times.
1826Step 4: Return to the Drifter again, and you’ll kick off the next multi-part step: Collect 15 Etched Crystals which are dropped by Wanted enemies in Lost Sectors, earn Best Served Cold and Blood for Blood medals 25 times in Crucible, defeat Hive with precision damage for a chance to drop Hive Larvae which you’ll need to collect, and then complete three heroic versions of the Hive Ritual on either Mars or Titan.
1827Step 5: Finally, you’ll have one more mission that you can also solo: defeat Enkaar a hive weapon master that’s in the Hellrise Canyon on the Tangled Shore.
1828You’ll work your way down to Broodhold and then go up against Enkaar in a western style draw. The goal is the shoot the gun out of Enkaar’s hand.
1829
1830
18314.8.12 Chaperone
1832After receiving the Holliday Family History quest in your Pursuits, it's then to the Crucible to start completing it.
1833In brief, the Chaperone quest unfolds as follows:
18341. Visit Amanda Holliday after receiving the 'Holliday Family History' quest from any activity
18352. Get 20 Shotgun Kills in Crucible
18363. Get Arc, Solar and Void Kills in Crucible
18374. Get 20 Guardian kills in Gambit
18385. Return to Amanda Holliday to receive The Chaperone
1839
18404.8.13 Thorn
1841First find you way back into the salt mines, at the end where the elevator is there is now a Fallen teleporter. Follow the path to the end of the road. In front of you is a wall, to the right of the wall is a passage way, there you will find a camp. Got to the smouldered fire and there will be a prompt to look through the ashes. This will kick off your Thorn quest.
1842Step 1: Return to Banshee after completing the above, and then collect Hadronic Essence by either doing bounties for Asher Mir on Io, defeating Warlocks in Crucible, or completing Nightfalls.
1843Step 2: Now you need Plasteel Plating which you’ll get by completing bounties for Sloane on Titan, by defeating Titans in the Crucible, or by completing encounters at the Blind Well.
1844Step 3: Now you need is Sapphire Wire. You can get Sapphire Wire by completing bounties for Ana Bray on Mars, defeating Hunters in the Crucible, or by completing Escalation Protocol Waves.
1845Step 4: Next you’ll need to get Void kills in Crucible. This can take a very long time as the progress is slow. You get bonus progress for Hand Cannon kills and Competitive matches. So the quickest way is to use a Void Hand Cannon while playing on the Competitive Playlist. Deaths will set your progress back, so ultimately use what you’re best with to get it done.
1846Step 5: You’ll need to visit Tyra Karn on the Farm and she’ll send you off to do a special version of the Savathun’s Song strike. This is a difficult encounter even at 750, and we recommend that you bring a full fireteam. Complete this strike, and you’ll be able to finally obtain Thorn.
1847
18484.8.14 Lumina
1849First, return to where you found Thorn, past the campfire a little further back you’ll find a chest. Open it to begin the Lumina exotic quest.
1850
1851Your quest marker will point you in the direction of a specific Lost Sector that’s going to be unique to you, and it’s going to change every hour. In that lost sector will be a unique looking chest that you’ll need to open to proceed.
1852
1853Generate 250 Orbs of Light doing whatever you like in order to proceed and then earn the legendary version of Lumina, Rose. Run Blind Well for easy orbs.
1854The next step is a three partner: run a Nightfall and get at least 50k points, complete waves of either EP, Blind Well, and/or Black Armory forges, and then kill 100 enemies without reloading.
1855
1856Complete any team-based activity with Rose equipped. You can do anything that matchmakes you, but the more teammates that also have Rose equipped, the fast the progress goes.
1857
1858Run a modified version of the Will of the Thousands strike which now feature purple crystals that you’ll need to track down and destroy in order to progress the mission.
1859
1860Finally, you’ll need to get Hand Cannon kills in the Crucible, generate even more Orbs of Light, and kill invaders in Gambit before they kill anyone on your team. Once you complete this final step, you’ll have Lumina.
1861
18624.8.15 Truth
1863First, to start the exotic quest, you’ll need to complete a run of the Menagerie (The second week boss, the Ogre). Just complete and loot the final chest to gain the pursuit.
1864Your first stop will be Petra in The Dreaming City, who will be your point person from this point on.
1865You’ll need to first complete an Ascendant Challenge bounty.
1866
1867Return to Petra. As of the time of this writing, Petra offered us all of the four map pieces where normally, you’d have to look for them.
1868The map pieces each have a task that needs to be completed in order to move the Truth exotic quest along. None are overwhelmingly difficult. These are the four steps:
1869• Kill 50 enemies on Nessus while Ascendant.
1870• Kill 100 Hive in the Tangled Shore.
1871• Complete three Nightfall Strikes and get 60 rocket launcher kills in Nightfall Strikes.
1872• Complete a Corsair Badge quest. These are obtained randomly while completing activities in The Dreaming City and require you to go to a specific location to kill some enemies to complete them.
1873
1874After that, you’ll need to complete the Warden of Nothing strike, while Ascendant in order collect five out of ten hidden artefacts in the strike and then open a secret chest after beating the boss. https://www.youtube.com/watch?v=oWvY5qi9SY4&t=1s
18754.9 Exotic Missions
18764.9.1 Whisper of the Worm
1877Unlocking Whisper of the Worm requires a number of specific steps. In brief, they are:
1878Step 1:
1879Starting the 'Taken Blight' Public Event in Io's Lost Oasis area
1880Step 2:
1881Kill specific yellow bar enemy (this enemy roams around the area)
1882Step 3: Once the enemy is killed, a portal will spawn near the fast-travel point, go into the portal
1883Step 4: Complete secret mission 'The Whisper' within 20 minutes
1884
1885https://youtu.be/MRewTTLRkYk
1886
1887 4.9.2 Outbreak Perfected
1888Step 1:
1889- Do the Heroic mission on Titan (Enemy of my Enemy). After the first Shrieker there's a door to the left which says 'Unlocked' open that door, and on one of the tables there's the transponder
1890Step 2:
1891- In the fallen transponder there are fallen Banners, go to the EDZ and do the Lost sectors to enable the Nodes:
1892- (ON EARTH) The one in the Church (The Atruim) https://youtu.be/HuC6zWGZUP4
1893- (ON EARTH) The one of the Master Yves quest (The Drain) https://youtu.be/c7tyVRJwYAk
1894- (ON EARTH) Whispered Falls https://youtu.be/SsyocPE5CnM
1895- (ON EARTH) The left lost sector in Trostland (Widows Walk) https://youtu.be/okgDgw7AINM
1896- (ON NESSUS) In the lost sector the Rift, all the way in the back in a crate https://youtu.be/yxRSe7Bv2kQ
1897- (ON NESSUS) In the lost sector in the Glade of Echoes (The carrion Pit) https://youtu.be/Kn-TieZR72s
1898Step 3:
1899- Go to the Farm go to the right into a basement, in the back is Mithrax talk to him
1900Step 4:
1901- MISSION TIME
1902Video: https://youtu.be/u5B3WnMQWB0
1903
1904
1905
1906
1907
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1910
1911
19124.9.3 Bad Juju
1913Step 1:
1914Visit Werner 99-40's barge on Nessus and open the chest next to him
1915Step 2:
1916Enter the Tribute Hall, accessed from the Director in Nessus
1917Step 3: Speak to the Visage of Calus and complete one of the vendor's Daily Bounties
1918Step 4:
1919Deliver the Boon of Opulence reward to unlock the Tribute Hall
1920Step 5:
1921Unlock 18 statues in the Tribute Hall
1922Step 6:
1923Complete The Other Side mission
1924Step 7:
1925Collect Bad Juju from the Tribute Hall
1926
1927https://youtu.be/YATvz2mIJrE
1928Chapter 5: Gear & Exotics
19295.1 Weapons
1930In the world of Destiny you are able to receive gear and weapons via a multitude of sources:
1931• Raiding
1932• Strikes
1933• Radom drops from enemies
1934• Crucible
1935• NPC’s
1936All weapons and gear pieces which drop have a set of random rolled perks, this means that basically every weapon or gear piece is different from others. This way it is easier to farm for a specific role you want. If you don’t like the weapon you can dismantle it and you’ll get gunsmith materials and legendary shards from it.
1937Weapons for example have rolls which can increase your stats like range, handling or reload speed. This way you can (of you have the right roles and you know which ones you want) assemble your own murder machine of a weapon. Weapons have up to random roll sockets, 1 for the barrel, 1 for the magazine and 2 for other random rolls which give the weapon an unique perk (hit 3 headshots and get a bullet back, kill and enemy and get a damage buff which stacks up to 3 and so on) there are multiple roles it can roll with.
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1950Besides the random roles you can also add a weapon mod to it (3rd square), this mod can give it a (small) stat boost, increases magazine size or increases the time some of the perks are active. There is also a possibility that you can ‘Masterwork’ your weapon, this allows to have 1 stat which get increased by 10 (there are 10 levels of masterworking) masterworking costs materials though and is pretty expensive this will also track how many kills you made with the weapon In crucible or in normal PVE. (2nd square). Besides that you are able to change the appearance of a weapon or armour piece by adding a shader (5th square) or an ornament (4th square) to it.
1951
1952The first square is for infusing, infusing basically means make a weapon (you like) stronger by using another weapon. Example: You have 2 weapons but the one you like has a lower level, you can infuse the weapon which is stronger into the weapon you like to make it more powerful (this weapon has to be in the same slot). But this means you lose the other weapon.
1953
1954Weapons can be in 3 slots, Kinetic (white outline), Energy (green outline) and Power (purple outline). These weapons use different weapons bricks with the brick colour corresponding to the outline colour.
19555.2 Gear
1956Moving from Shadowkeep forward, your guardian will have certain stats. These stats are sum up from the stats on a gear piece.
1957• Intellect - Decreases cooldown for Super
1958• Strength - Decreases cooldown for Melee attack
1959• Discipline - Decreases cooldown for Grenade attack
1960• Mobility - Increases player movement
1961• Recovery - Increases shield regeneration
1962• Resilience - Increases total health
1963Each of these stats are different on different armour pieces. Like weapons you can also masterwork gear pieces. The higher the masterwork level the better stats is has. Which brings me to the next bit, mods. Mod sockets cost masterwork places (maxed it 10, and a mod can cost 1 up to 3). These mods are to make your Guardian even better. Think about finding more special ammo, or unflinching aim if you are aiming a certain weapon.
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19805.3 Exotics gear & weapons
1981Exotic gear and weapons generally the best pieces in the game (recognized by the yellow colour). Exotics always come with a special intrinsic perk which is special for the class or weapon (classes have different exotics). While some exotics can make your Super do more damage, some will make your melee stronger or give it a longer range. Each exotic can change the way you play, and everyone has a favourite one. Of course there are ones which synergize better with certain playstyles than others.
1982
1983Besides the intrinsic perk the exotics also come with perks, these perks however are stuck and you cannot choose a different one. The only thing you can do to an exotic is infuse it to a higher level, or use the exotic to infuse another weapon. Dismantling an exotic gives more legendary shards and Gunsmith materials than legendries.
1984
19855.4 Pinnacle/ritual weapons
1986Besides the normal legendary and exotic weapons there are also the ‘Pinnacle or Ritual weapons’ These weapons are obtainable via quests from an activity and their respective NPC. There are multiple (obtainable) pinnacle or ritual weapons:
1987Redrix Broadsword (Crucible)
1988Luna’s Howl (Crucible)
1989Not Forgotten (Crucible)
1990The Recluse (Crucible)
1991The Mountaintop (Crucible)
1992The Revoker (Crucible)
199321% Delerium (Gambit)
1994Breakneck (Gambit)
1995Hush (Gambit)
1996Loaded Question (Vanguard Strikes)
1997Oxygen SR3 (Vanguard Strikes)
1998Wendigo GL3 (Vanguard Strikes)
1999All of these pinnacle/ritual weapons have their own special perks which makes the weapon good in their respective activity. Some weapons are obviously more powerful than others. (Looking at you Recluse and Mountaintop ಠ_ಠ)
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2004Chapter 6: Buffs and Debuffs
2005In Destiny 2 there are multiple ways to do extra damage. Some ways to get more damage is stackable, some isn’t. In the graphs below I’ll show all (non) stackable sources, with their own information. This is important so people can actually fuck around and see which combinations will do the most damage. All of these listings are POST Shadowkeep (01/10/2019) and are subject to change!!!!!!!!!!!!
2006Name buff Description Name/source Multiplier (%) Procced by Effects what Time
2007Tether Hunter Super Top tree Nightstalker 35% Tether All but heavy weapon damage ?
2008Tether Hunter Super Bottom tree Nightstalker 35% Tether All but heavy weapon damage ?
2009Shattering Strike Hunter tree perk Middle tree Nightstalker 50% Crouched precision kill All damage 6s
2010Empowering Rift Warlock ability Any Warlock ability 25% Inside rift All damage 15s
2011Repulsor Force Tractor Cannon buff Tractor Cannon (Exotic) Void damage: 50%
2012Solar damage: 33%
2013Arc damage: 33% Shoot a shot Void damage: 50%
2014Solar damage: 33%
2015Arc damage: 33% 10s
2016Buffs which are NOT stackable:
2017
2018Buffs which ARE stackable
2019Name buff Description Name/source Multiplier (%) Procced by Effects what Time
2020Weapons of Light Titan Super Sentinel top/middle tree 25% In & out of bubble/behind wall All damage ?
2021Well of Radiance Warlock Super Dawnblade middle tree 35% Inside well All damage 30s
2022Guiding Flame Warlock tree ability Dawnblade middle tree melee 25% Melee hit All damage besides Supers 7s
2023Hammer Strike Titan tree perk Top tree Sunbreaker 50% Melee ability All Damage 6s
2024Blessings of Sky Lumina ally shot Lumina shot (exotic) 35% Shoot allies All damage 11s
2025
2026
2027Chapter 7: Triumphs and the Collections
20287.1 Destiny Triumphs
2029Destiny has a triumph system which tracks which challenges you have done, this tab can also be used to check and track which triumphs you need/want to do. Completing specific triumph can award you with a ‘Seal’ which are the bottom row. Once one seal is completed you can wear a title under your gamertag to show off you’ve done these challenges. Each new season brings at least one seal with it, and the seal has always something to do with the raid, or complete specific raid challenges. In other words, triumphs are the Guardians Achievements.
2030
2031
20327.2 The Collections
2033In the collections you can track which weapon/armour piece you have and if not, how to get these pieces. From the collections you can also retrieve older weapons you already got. Sadly this only works for Year1 weapons and armour since they don’t have random rolls. To the right you have badges, these badges can be completed when you have all items which are inside of that badge. If you complete it will be filled in and a normal colour. When you complete everything in it on all 3 classes it gets a golden outline. Remember, armour pieces are different on each character.
2034
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2037
2038Chapter 8: Glossary of Terms
2039Ascendant Plane: This is the dimension the Taken officially come from. Enemies can also have their own Ascendant Plane called a ‘Throne World’, these can grow in size if this person killed a really strong enemy.
2040Public Event: A public event is an event where something happens in the world of Destiny. If you complete an event you receive EXP and loot. These event are able to be made Heroic for better loot and more EXP.
2041Lost Sector: Lost Sector is basically a mini dungeon where you fight smaller enemies with a boss at the end and a chest which gives you loot.
2042Artefact
2043Weekly Reset: This is the reset in which every activity gets reset and you are able to get new (powerful) loot. This reset it on Tuesday 7pm (CEST).
2044Daily Reset: Daily resets work the same but are for less powerful drops. Daily resets happen every day at 7pm (CEST).
2045Complete Offering to The Oracle Story (week 1 – 22): https://www.youtube.com/watch?v=9MbGVOfiA8g&t=1s
2046Complete Invitations of the IX story:
2047https://www.youtube.com/watch?v=LM3Xx--GNA8&t=1s
2048
2049
2050Chapter 9: Useful Links
2051DIM: https://app.destinyitemmanager.com/
2052D(estiny) I(tem) M(anager) Is an app which lets you switch around everything between characters and the Vault.
2053
2054LOWDEV: https://lowlidev.com.au/destiny/
2055LowliDev is a great place to look at destinations in Destiny with all the information of them.
2056
2057BRAYTECH: https://braytech.org/
2058Braytech basically Describes the anatomies of collectibles and records
2059
2060Ishtar Collective: https://www.ishtar-collective.net/
2061Essentially a library with all the lore pieces in the game.
2062
2063LFG Discord: https://discord.gg/NYkczqF
2064In this Discord you can find groups to do certain activities with.
2065
2066Nightfall speed run tracker: https://clan.report/compare-nightfalls?
2067If you speed run every nightfall you get a cool emblem which tracks how many Nightfall challenges you’ve done.
2068
2069Light.GG: https://www.light.gg/
2070Tracks the Destiny database for every obtainable item in the game.