How To Beat Destiny’s Hardest Activities If you’re new to Destiny: The Taken King, this guide will help you beat some of the harder activities you’ll need to complete in order to move forward and gain both Character and Light Level. Click to go directly to any of the following: Golgoroth in King’s Fall Oryx in King’s Fall Shield Brothers Strike Sunless Cell Strike Fallen S.A.B.E.R. Strike
How to Beat Golgoroth in King’s Fall While many Destiny players are still actively trying to nail the communication and coordination that’s required to beat Oryx, the final boss in the King’s Fall raid, others are having trouble even reaching the Taken King. With a raid as big as this, one that Bungie says is the biggest they’ve ever created, there are so many choke points for teams to get caught up in, but one area that seems to be giving players trouble is the Golgoroth boss fight.
Like the Oryx fight, the Golgoroth boss battle is a test of a fireteam’s coordination and communication. It requires excellent timing, players that can remain cool under pressure, and, of course, a strong arsenal of weapons. But, even with those three elements locked down, it’s still possible for teams to get stuck. That’s why we’ve put together this Golgoroth boss fight guide to help all Destiny players take down the Ogre.
The Basics of the Golgoroth Fight First things first, players need to know the essential pieces of the fight. They are:
Tablet of Ruin: Behind Golgoroth is a large cylindrical stone tower with six glyphs on it. This is called the Tablet of Ruin and it serves as a death counter for the fight. After each death, one of the glyphs on the Tablet will illuminate, starting from the bottom and moving towards the top. Once all six glyphs
are lit, Golgoroth will wipe out the entire team. Since we are only talking about Normal mode for King’s Fall, the team must be aware of their death count.
Pools of Reclaimed Light: Shooting one of the six hanging blue orbs of water surrounding the center of the room forms these pools. Shoot one down and stand in it, and the Reclaimed Light will give players a significant damage buff when hitting Golgoroth.
Golgoroth’s Gaze: Anytime a player shoots Golgoroth on the yellow, fleshy part of his back (sometimes it’s covered by tendrils) they will capture the Ogre’s gaze. While the player has Golgoroth’s gaze, the Ogre will face him or her and shoot Axion Darts their way. For any given cycle, Golgoroth’s gaze can be captured a maximum of six times.
Golgoroth’s Weak Point: Although the yellow exposed back of Golgoroth does offer critical damage, it’s actually Golgoroth’s glowing silver chest/underbelly that is his true weak point. However, the weak point will only reveal itself while a player has Golgoroth’s gaze.
Gaze Grabbers: These are the fireteam members who will be responsible for hitting Golgoroth’s back, holding his gaze, and making sure his weak point is facing the fireteam in the Reclaimed Light. Since Golgoroth only shoots Axion Darts, it’s important to keep a clear line of sight with the Ogre.
That way the Darts will move toward the player in a straight line, making them easier to shoot. Depending on which strategy the team uses, there will either be one or two Gaze Grabbers on the team.
How the Boss Fight Works Before going over the two main strategies when fighting Golgoroth, it’s important players know how exactly the fight works. Basically, the fight starts off with a rush of Hive enemies from the back of the room (behind Golgoroth), including a few Adepts. After eliminating those enemies, the team will then use the orbs to create Reclaimed Light pools below Golgoroth; all the while the Gaze Grabber or Grabbers are positioning the Ogre in front of the fireteam so they can hit his weak point. Once the gaze is lost, the fireteam clears out of the pit, adds will spawn again, and the cycle will repeat.
Once Golgoroth gets under 1/3 health, Taken enemies will appear instead of Hive, and they will not stop coming. Once that happens, a player should rotate to add control, while the rest of the damage team focuses on staying in the pools and hitting the weak point.
Strategy 1: Two Gaze Grabbers
Strategy 1 is what most assume is the strategy Bungie intended Destiny players to use when they first entered the Golgoroth fight. However, because it involves a lot of communication and coordination, there is plenty of room for error.
For this strategy, the team will need two Gaze Grabbers who stand on opposite ends of the raised area above the pit. The two Gaze Grabbers will coordinate grabbing Golgoroth’s gaze, while the other four fireteam members take down the orbs and do damage from within the pools. The Gaze Grabbers will need to be aware of which orbs are going down in which order, and they will need to position Golgoroth accordingly. Moreover, the two Gaze Grabbers will need to communicate their timer to the other, to ensure the gaze is passed on successfully. Once the gaze has been passed six times and the orbs are gone, the damage team should clear out of the pit, eliminate the new enemies, and rinse and repeat.
Strategy 2: One Gaze Grabber The main difference between Strategy 1 and Strategy 2 is that there is a single Gaze Grabber and one round of damage for this one. Many prefer this strategy because it doesn’t require much movement by the damage team, coordination isn’t as involved, and it lets five players do damage instead of four. Some also think it’s safer because there is a lot less that can go wrong.
For this strategy, what players want to do is have the Gaze Grabber get Golgoroth’s gaze in front of a single pool of Reclaimed Light and stay still. The other five team members will jump into the pool and do damage (with or without the addition of a Weapons of Light bubble or a Nightstalker tether), waiting for the Gaze Gabber to count down their timer when it reaches 5. At that point, the damage team should clear out and eliminate the new enemies.
The advantage here is that once the Taken enemies spawn, the team has an extra hand to manage adds and not lose out on damage. Personally, it’s also the easier strategy to teach and has so much less room for error. Will it still be viable when King’s Fall Hard Mode launches? Probably not, so it’s best to be familiar with both strategies for now.
Regardless of which strategy the team uses, they should have an easier time besting the Ogre with some added knowledge and planning. Next to Oryx, this is probably the most difficult boss fight in the entire raid; so don’t feel bad if your team is struggling. As with any raid, be willing to experiment and switch up roles to try and find whatever works best.
How to Beat Oryx in King’s Fall As most people know by now Destiny has released its Year 2 expansion The Taken King, and brought with it a wealth of new changes. There are new story missions, new pieces of gear to collect, and so many minor tweaks that the game genuinely feels like a more polished experience. But of course, most of those smaller changes and story details pale in comparison to the newDestiny raid, King’s Fall.
It’s been more than 9 months since Destiny players have had a new raid to explore, and while some are still trying to reach the recommended light level of 290, others have already made their way to the Dreadnaught in the hopes of killing Oryx.
However, felling the titular Taken King is not so easy. In fact, the Oryx fight is easily one of the most challenging experiences in all of Destiny. It requires perfect execution, excellent communication, good
chemistry, and, of course, solid gear. If any of those elements are missing, then players are likely to fail.
Even then, it’s still possible to struggle with Oryx, simply because the fight is so detailed. To that end, we’ve put together a guide that should help any fireteam better understand the mechanics of the Oryx fight and hopefully take him down. It really is a satisfying accomplishment.
How to Set Up the Team Before even attempting a singe run in the Oryx fight it’s important to assign roles. Like with past raids, there are certain classes that might be better at roles than others, but no one class is essential. Some teams have beaten the raid without a single Titan, while others feel a Titan is a must. Additionally, a hunter will help ease certain sequences of the fight, where a Warlock can help in others. Ultimately, it comes down to finding a setup that works best for the classes available, and finding how they fit into the below roles:
The Platform Team (4 Players) – These three players will be responsible for jumping onto three of the four platforms, making sure they don’t land on their platform until the person ahead of them has landed. It’s exactly the same as the Daughters of Oryx platform procedure – moving counterclockwise – except no one needs to be on the platform below the relic. Make sure to assign these platforms to players with strong weapons, preferably with solid range.
The Runner (1 Player) – This player will start at the platform in front of Oryx and move counterclockwise to claim the relic. They will then need to take the relic and pull a special ‘Aura of Immortality’ shield/debuff from a knight that protects from all damage, kill said knight, and make sure the shield is protecting the entire team. Since this team member is doing a lot of jumping it’s important that someone confident and with solid platforming skills fill the role. Many prefer hunters for this role, since the hunters jump isn’t as floaty as the Warlock’s and Titan’s.
The Floater (1 Players) – These players will hover around the middle during Phase 1 and will assist with killing Light Eater ogres. They don’t need to verify the kill, but they need to make sure every ogre dies as close to where they spawn as possible. It’s also imperative that the final ogre gets major priority when it spawns, since no one will be focusing on it to start. Warlocks with Nova Bomb orSunbreaker Titans can be a big help here. NOTE: There are technically two Floaters, but that person is always changing.
Important Pieces of the Fight Light Eater Ogres – During Phase 1, four Light Eater ogres will spawn on the outside corners (when facing the center of the room) in the order the platforms are activated. They need to be killed quickly because they will draw aggro and run when left unchecked. After death, each ogre will leave behind a ‘Corrupted Light Bomb’.
Corrupted Light Bomb – One player stands next to each of these to detonate it. Wait until the kill feed says your name and then head back to the protection aura.
The Vessel – This armored Hive knight spawns in off a Tomb Ship towards the end of The Runner’s platforming. He has the protection aura around him, which The Runner steals using the relic. Be careful, though, because the Vessel will try to absorb the Corrupted Light Bombs. Swords can make quick work of the Vessel.
Phase 1: The Relic and the Ogres After starting the fight, a few Taken Thralls will spawn in the top left and top right (when facing Oryx) of the room. Clear these quickly and then make sure to kill the Taken Knights that spawn on top of the two front platforms. Then get in position and wait for Oryx to pick a front platform.
Whichever platform Oryx selects is the start of the Runner’s path. He/she will move in a counterclockwise motion across the invisible platforms, collecting the wisps that are necessary to get the relic. All the while the platform team below needs to jump on the platforms in a clockwise order, making sure they don’t activate their platform until the person before them has done so. If done correctly, the Runner should have a path of full wisps, but if a platform disappears or the wisps aren’t present, then someone hit their platform out of order.
The player whose platform has the relic above it does not need to jump on their platform, and will rotate into the role of the second Floater. Make their way to the first platform activated and prepare to help with the Light Eater Ogres.
Although the Platform team cannot leave their respective platforms until the Runner is done, they can assist with Ogre kills. Using a sniper or any weapon with good range, one platform team member can help down the ogre of the person across from them, and vice versa. Even if the ogres are not all dead, once the Runner grabs the relic they should give a call out, so some of the team can clear the platforms and assist with the ogre or move to help with killing the Vessel.
After the ogres are down, every team member should move to the Runner and help with killing the Vessel. Once the Vessel is down it’s time to focus on Oryx.
Phase 2: Damaging Oryx If all of the timing is right, soon after the Vessel is down Oryx should slam his fist onto the platform closest to him. After that he will lean back and his chest will open with a bright light. Once that happens, the entire team must do maximum damage to the small black circle in the light in order to stagger Oryx. If he is not staggered, Oryx will clap and wipe the entire team.
For this DPS segment, there are currently two setups. One likes to arrange in the center of the room – essentially between the two large pillars where the Daughters were – and shoot Oryx from there. From this spot it’s important to use weapons with good range and to ensure the damage falloff isn’t too great. If there is a Titan on the team it might be a good idea to put a Weapons of Light bubble nearby just to ensure maximum damage.
The other setup involves moving right up to the platform in front of Oryx and damaging him from there. In this situation, the team doesn’t need to worry about damage fall off and they can see Oryx’s weak point better, but it also requires a lot more coordination. If some team members miss the jump it can unravel everything.
After Oryx is staggered, all four of the platform team members, including the rotating floater, will run back to their Corrupted Light Bomb and trigger detonation. After doing so they need to run back to the protection aura for safety. If they don’t, the bomb will kill them. For this part, some teams like to call out a 3-2-1-GO for the detonation so everyone activates their bomb at the same time, but it’s not essential. The only thing that does is ensure everyone has the same amount of time to get back to the protection aura.
While the four platform team members are activating their bombs, the Runner and the Floater should continue to shoot Oryx for damage and to keep his weak point open. If they do not, the bombs won’t hit the weak point, and that’s what does the most damage. After the bombs detonate keep shooting Oryx’s weak point until he crawls underneath the platform.
Phase 3: The Light Bombs After Orxy has crawled underneath he will reappear at the front of the room. At this point, the entire fireteam needs to find a spot on the map and prepare to run in a circle. The four platform team
members should run around their platforms, and the floater and runner should pick a spot, one in the front of the room and one in the back.
As the team is running, Oryx will hover back and call forth little light bombs that will surround the player and try to detonate on them. A player will know when a bomb is about to detonate on them because a green flash will fill the screen. Once that happens, bunny hop to make sure the blast doesn’t kill you.
Also, make sure no one’s path overlaps, or else the blast might kill a team member. Oryx will let the team know the phase is over by grabbing back onto the map. Once Oryx has returned to the map, he will rotate to one of the two back platforms and the team repeats all of the steps from phase 1 and phase 2. The only difference will be the order the Runner jumps to the platforms, the order of the platforms, and which player becomes the second floater.
Phase 4: Fight the Echo of Oryx In an ideal situation, repeating phases 1 and 2 should bring Oryx under 50% health. If he’s not under 50% health, then the team will need to repeat phases 1 and for a third time. However, the team should be aware that they to make up for lost damage by using better weapons on Oryx’s weak point.
If Oryx is under 50% health he will stay at the front of the map instead of rearing back for the light bombs. When this happens Oryx will summon a small black dome at the front of the room and begin to teleport players into it one by one. Inside the dome is an Echo of Oryx, which will move around in the mist surrounding the edges of dome so make sure to keep a bead on it while also doing damage. Occasionally the Echo will also charge in for a sword slam, so be prepared to jump out of the way when it does. The charge is also a good opportunity for a Nightstalker Hunter to tether the Echo for more damage and to keep it in place.
It’s important to note, though, that health does not recover while in the dome; so be mindful of damage. There will be Taken that run into the dome from outside so keep an eye on the surroundings, either by bobbing and weaving or having players clear the area.
Once the final player is teleported into the dome there is only a short amount of time left to kill the Echo or else a Doxology debuff triggers and wipes the entire team. As each member is teleported into the dome, they should call out their teleport number (i.e. “1 in”), so that the team knows when everyone is in. At that point, if the Echo isn’t close to dead, it might be a good idea to start using more supers or using heavy weapons. If the fight is done right, the Echo should die and everyone should be teleported out of the dome. Return to your places and prepare for another round of phase 1 and 2.
Repeating Past Phases After completing another phase 1 and 2, Oryx will call another dome and it will be time to face the Echo one last time. Considering how close this is to the end of the fight, players may want to burn all of their supers, but be mindful that they may also come in handy towards the end. Make a judgment call based on how quickly the Echo is losing health and when the sixth person enters the dome.
Once the second Echo fight is done, there is one another round of the first two phases and these are obviously the most important. Everything needs to go off without a hitch here and Oryx needs to take as much damage as possible. If all has gone according to plan, Oryx should have the tiniest sliver of health and will disappear and appear at the front of the room. If he has any more than a sliver, the team did not do enough damage at some point during the fight. Either a bomb didn’t go off or the DPS wasn’t high enough after the bombs went off.
Phase 4: Killing Oryx Phase 3 is the easiest part of the entire fight, but also the most stressful. If the team cannot kill Oryx in time then it’s a complete wipe. Because of that we recommend using every heavy weapon, then snipers, then primary that’s available, as well as Golden Gun shots if you have them. Weapons of Light will also be helpful, but is not essential. The only thing the team should avoid is a sustained super, like Hammer of Sol or Blade Dancer. These do more damage, but not quickly and in a short amount of time.
If the team does enough damage, Oryx will die and fall away from the platform and out into space. Now it’s time to collect loot and take pictures!
How to Beat the Shield Brothers Strike Destiny: The Taken King has been out for less than a full day, which means most Guardians are still delving deeply into the new content. With that new content comes new frustrations, however, as the expansion’s new strikes are proving to be quite the challenge.
Bungie implemented new features to keep strikes interesting this time around, like dynamic enemy encounter rooms, so every replay should be a little bit different from the last. Combine that with four new strikes in Destiny: The Taken King all having their own unique challenges, like fighting a boss in darkness in the Sunless Strike, or facing two bosses simultaneously at the end of the Shield Brothers Strike, and the difficulty may catch some Guardians off-guard.
For Guardians who are struggling with the devastating duo, or those who want to learn the basics before trying the strike out, this guide should help.
Entering the Ship
Right from the start of this Strike, Guardians are given a choice. The hive and cabal are busy fighting each other, so Guardians can either take them all down, or simply run past them to enter the ship. Since they’re pre-occupied fighting each other, defeating them is relatively easy, or Guardians can get by them without taking much damage. Either way, after passing through the Mausoleum, enter the crashed Cabal ship.
Get Past The Gate Once inside the ship, players can head straight ahead to reach the first room, Dantalion Exodus VI. This room is variable, and it uses dynamic enemy placement. Due to this, players may encounter either cabal or hive enemies. Guardians will have to engage the enemy in order to proceed, but do so with caution, as respawning has been restricted in this area. Enemies can be fought from afar or up close, but most of them will fall almost immediately from sword attacks. Once all enemies are defeated, don’t wait around: it’s important to get past the fire gate before it goes up. Once it goes up, it deals extremely high damage to Guardians that may be enough for a one-hit kill.
The next room will initially be empty, but the double-doors near the end will open to reveal a Goliath Tank and some Phalanx defenders. This fight can be tricky due to the confined space, so pulling
back, taking cover, and picking it off from a distance with a long-range weapon is the best idea to reduce the amount of damage players take. Aim for its boosters for maximum damage and to reduce its mobility.
Players should take care to remain aware of their surroundings, as Phalanx, Legionary, and Psion will move in and engage Guardians in combat. Most of these enemies will fall quickly, but balancing attention is necessary to stay aware of where the tank is aiming.
The next room is also variable, but shouldn’t pose much of a threat. Players should take advantage of the cover available to them and attack from a distance. After defeating everything, move on towards the bridge. Guardians will get to see Taken and Cabal having it out on the way, but the conflict is out of the way and won’t pose any threat to players.
The next encounter is a room full of Cabal, many of which will be shielded. Be careful here, as the shielded Cabal have a fairly high defense to bladed weapons, so sword-wielding Guardians can end up absorbing a lot of enemy fire. Either use a firearm to deal with all enemies or pick off some of them before moving in with a blade.
After finishing off the Cabal, move on to the Narthex, where the final boss encounter occurs.
Beating the Shield Brothers Bosses
Have Ghost scan the bombs in the Narthex to start the final boss encounter. After Ghost analyzes the bombs attached to the core, the first brother will emerge to fight.
First up is Valus Mau’ual, who uses a short-range jet pack to attack with fast lunges and his sword, dealing substantial damage and knock-back. Guardians should keep their distance and be ready to pull back quickly if he begins to lunge to avoid taking damage. Take special care to not get too close to the walls, as the knock-back effect can send Guardians flying into walls and the combined damage can kill on impact. Whittle down his health to 40%, and he’ll retreat temporarily from the fight. Finish off any remaining Psion Burners, Legionary, and Phalanx, and the second brother will come out.
After Mau’ual’s retreat, Valus Tlu’urn will appear. Tlu’urn uses an energy cannon to attack from afar, but he isn’t as agile as Mau’aul. Players can either get up and close and attack with a melee weapon, or keep their distance and use the space to avoid his long-distance attacks. Players who choose to get up close should be prepared to chase him around, as he’ll pull back after Guardians get a few strikes in. Once he’s down to 40% health he’ll retreat, and once all enemies are defeated, it’ll trigger the final stage of the fight.
Both brothers will now enter the fight at the same time, with full health and souped up abilities. Mau’aul now has added solar damage to his sword attacks, and also leaves behind a fire trap with each attack. Tlu’urn’s now has an overshield that blocks all attacks coming from outside of it, so
players have to get in his face to deliver any damage to him. He still likes keeping his distance, so he’ll move if players get close enough to him, temporarily losing the effects of his shield.
The best strategy for these two brothers may be to take down the melee-wielding Mau’ual brother first, then focus on Tlu’urn. However, if one brother is defeated, the other will gain their signature attack, meaning that Tlu’urn will gain Mau’ual’s blade. Whittling down Tlu’urn’s health, and then defeating Mau’ual may make dealing with the sword-wielding Tlu’urn a little easier.
How to Beat the Sunless Cell Strike It’s been a year-long wait, but Destiny: The Taken King has finally arrived. The expansion’s new missions, gear, and strikes all officially went live earlier this morning at 5:00am PT, and it’s a given that the majority of the planet’s Guardians will be dedicating most of their day to the exploration of all that Update 2.0 and the add-ons have to offer. This Friday, even if Destiny fans still haven’t scratched the surface of what Bungie’s included in the DLC thus far, it’s a safe to assume that most active players will drop their current obligations in order to take part in the highly anticipated King’s Fall raid.
In the meantime, Destiny fans have plenty to keep them occupied, and they need to be in tip-top form to finish all the new expansion has to offer, particularly when it comes to the action-RPG’s four fresh strikes involving encounters with the Shield Brothers, Rasputin in the Fallen S.A.B.E.R., Alak-Hul the Darkblade in the Sunless Cell, and the final boss in the PlayStation timed-exclusive strike Echo Chamber. Since the new material is less than a day old, there probably aren’t very many pointers available online to assist fans in making it through unscathed, so we’ve put together a useful guidefor the aforementioned strikes, with this one focusing on the Sunless Cell.
Since it’s always possible for some gamers to hit a snag somewhere along the line in their cooperative adventures – especially since the Dreadnaught is a brand new area – it definitely helps to have a helping hand when needed. Ideally, the below steps should help any Guardian make it through the Sunless Cell strike and defeat Alak-Hul the Darkblade once and for all.
Begin with Quick Teamwork Kills in the Founts
Firstly, gamers will encounter several Acolytes, Wizards, and Thralls in the Mausoleum before getting to the Founts and it’s important to stop them sooner rather than later in both locations with a steady combination of team-based gunplay, melee, and grenades. After finishing up in the Mausoleum, head to the Hive Prison in the Founts and drop down into the pit, ripping through the bad guys swiftly with
each Guardian taking out targets together. Players should use focused attacks by making sure to keep a close perimeter with squad mates, as respawning in the area is restricted.
Right before reaching the end of the massive atrium, it’s best to keep enemies at bay by staying on the bridge before the doorway takes players to the next stage. Essentially, battle the bad guys from a distance. For this strategy to work properly, sniper rifles, assault weapons, and a slew of grenades are key to dealing out the damage while ensuring no harm comes to the team.
Divide and Conquer in the Asylum
After clearing out The Founts and entering The Asylum, it comes time for the Nolan-bot version of Ghost to hack two runes in order to unseal two giant doors leading to the next area. Since there’s going to be a large combination of Acolytes, Wizards, Knights, Centurions, and Shriekers, the best tactic in that particular situation will be for two of the fire-team members to draw attention to themselves in the center of the room while one player does the scanning.
Titans and Warlocks should remain in the main entryway of the hall, taking on any and all comers, as their skills are more conducive for this particular defense situation. Hunters will do well to move as fast as they can to the opposing ends of the room, using their Ghost to illuminate the outlines of the moving platforms leading to the runes.
At least two Wizards guard the artifacts themselves, so it would be prudent to take them out at a distance before actually scanning the runes and unsealing the doors. Once the Wizards are down, Hunters should deactivate the towers powering the door’s lock, but be wary of the Shriekers waiting after the scans are complete.
Defeat the Taken
After getting the locked chamber open, a bunch of Taken enemies await, but they’ll be a breeze to defeat should Guardians stick close together. Don’t be afraid to unload on them, as they will drop a bunch of necessary ammo for later. Be aware of your fire-team members’ locations, and try not to get split up by fighting separately on the outskirts, even though the Taken are materializing out of nothing in seemingly random areas. All players should stick to the main platform in the center of the room so as to let the enemies like Urlot the Thrasher come to them.
Once the Taken swarms are defeated, an Ogre and more Acolytes will pop up, but they’re a cakewalk. Bottleneck the Ogre at the entryway that leads into the next area and waste it first with a three-pronged attack, and then mop up the remains of the Thrall with some close-combat gunplay and melee kills.
Snipe the Shriekers in the Hanging Crypts
After players defeat the Taken, the fireteam will follow a long pathway to the Hanging Crypts that lie right before Alak-Hul, where more baddies stand by to fight. The most effective strategy to ensure the first wave’s speedy defeat is to stay on the main platform at the entrance and snipe them from a distance until all of the minions are kaput, chiefly because a plethora of Shriekers materialize.
Once the Shriekers are out of commission, it will prove useful to get on the floor and move toward the Centurions guarding the opening to the next area. Teamwork is essential at this point, since the Centurions can dish out a heavy dose of pain if Guardians don’t strike first, so make sure everyone in the squad is on point with Supers and accurate shooting.
Enter the Circle and Defeat the Darkblade
Finally, Guardians will reach what is known as “The Circle”, an area shrouded in almost complete darkness in which Destiny fans must fight the Darkblade-wielding Hive monster. There isn’t much room in the Circle, and with Alak-Hul appearing and disappearing at random intervals, the most advantageous way to track him is by keeping an eye out for his nametag and health bar in the gloom. Also, be wary of wayward attacks from Thrall and Acolytes, but don’t make them the center of interest during combat.
The boss moves slowly, but occasionally he’ll charge in for a sweeping area-of-effect axe attack that knocks characters back, so it’s crucial for Hunter Nightstalkers to rely on their enhanced radar and tethering Super to lock him down until he’s toast. It’s extremely pertinent for Guardians to make use of their respective Supers and wield heavy firepower in these circumstances whenever the opportunity presents itself.
Once gamers defeat the Darkblade boss, it’s of the utmost importance to bust a move, so they should make time to get their dance on in celebration. Then, they should head on over to Destiny‘s “Legend
of You” website to make a custom trailer starring players’ personal Guardians for an updated look at all they’ve accomplished thus far.
How to Beat the Fallen S.A.B.E.R. Strike Destiny – The Taken King is here, which means Guardians are already hard at work completing new missions, seeking out the latest and greatest gear, and shooting their way through the numerous new Strike missions. There are a lot of aspects to this new content, especially the Strikes, that will feel very familiar to seasoned Destiny players. Still, the new Strikes definitely aren’t cakewalks, and will require players be at the top of their game to succeed.
One of the four new The Taken King Strikes is called Fallen S.A.B.E.R., and centers around Rasputin, a Warmind in the Cosmodrome on Earth. Rasputin sends out a signal seeking help and naturally, it’s up to the Guardians to answer the call and provide the necessary support.
Since the Fallen S.A.B.E.R. Strike is barely a few hours old, it’s likely most players don’t yet have a solid strategy for traversing the level and beating the Strike’s boss. Fortunately, we’re Destiny fans, so we’ve put together a useful guide to give fireteams their best shot at completing the mission.
Preparing for Fallen S.A.B.E.R.
As with any Strike, it’s best if each member of the fireteam has a microphone and can easily hear and understand the rest of the team. While the Fallen S.A.B.E.R. Strike can be done without players talking to each other, it will be incredibly more difficult if they are unable to coordinate their actions.
As for the team’s arsenal, this Strike is open to players’ personal preference. However, grenades, rocket launchers, and powerful supers will all come in handy during the final boss battle, so including these in the loadout will be very beneficial.
Finally, select a member of the Destiny fireteam to be the relic holder, and the other two will be support. This will only be necessary at one point in the Strike, but knowing ahead of time who’s doing what will greatly benefit players once they’re engaging enemies. The relic holder should be whoever is the most agile of the bunch.
Protect the WARSAT
Fallen S.A.B.E.R. opens in Forgotten Shore, but players must use their Sparrows to quickly reach the Grottos to begin. Once in the Grottos, Rasputin will drop a WARSAT with the necessary codes for players to move forward. Naturally, the Fallen aren’t too fond of that idea, and so begins the action.
Fallen enemies will be attacking from every angle, so it’s best to quickly get off the path and find a decent bit of cover. Leave one fireteam member by the WARSAT to maintain transmission, while the rest of the team dispatch enemies. Each time there’s a lull in the waves of attacking enemies, make sure the whole team meets at the WARSAT to speed up the transmission until the next round of bad guys appear.
There is a time limit on the WARSAT transmission, but it’s nothing to worry about, as it offers plenty of time for the fireteam to complete the transmission. Once the transmission reaches 100 percent, kill the remaining enemies and head toward the bunker as directed.
Enter the Bunker
Guardians will make their way through a cave into Rasputin’s complex. This area will likely look familiar, as it was discovered last week by an adventuring Guardian who glitched into the complex. Of course, at the time there were no friends or foes, but that’s all changed now. Once inside the complex, players will be prompted to defeat Rasputin’s defenses – a handful of enemies who don’t put up much of a fight. Naturally, those defenses wouldn’t have done much to protect Rasputin against the other enemies in the Cosmodrome, which players can bet are on their way to find Rasputin.
Work together to take out the defenses, and be sure to stay clear of the exploding Shanks. They can easily take down Guardians with their explosive personalities.
Open Bunker Doors and Don’t Get Shocked
Once the enemies are dead, head to the end of the room and throw a grenade into the small opening. When the explosive goes off, move back across the room and head through the small openings on the wall. Be sure to take out the enemies guarding the entrances. Shoot out the grates on the ground and drop down.
Move through the two-track hallway, keeping clear of the electric currents moving the opposite way. It’s best to use the open spaces in the middle of the track to avoid the currents as they go by. At the end of the hallway, duck into the alcove on the right hand side. One Guardian will grab the relic and head back down the hallway.
While that Guardian gets the relic, the rest of the team should hang out about halfway down the hallway to dispatch enemies while the relic-carrier takes it nice and easy. With the right amount of teamwork and coordination, this part should be over quickly. Just be sure not to get blown up by the exploding Shanks.
Once the team makes it to the end and opens the gate, head through and prepare for the final boss. Collect ammo and use any necessary synthesis before facing off against the boss.
Beating the S.A.B.E.R.-2 Boss
The fireteam will face off against two Servitors once inside the room, but they shouldn’t present much of a problem. Work together and take them out.
Once the Servitors are dead, the Strike boss, S.A.B.E.R.-2, arrives ready to demolish the fireteam. S.A.B.E.R.-2 is basically a giant Shank, albeit with more health and a few tricks up its sleeve.
As players face off with the Shank, the boss will alter the area around the players, giving himself an advantage. Make sure to follow the warning messages on the bottom left side of the screen and make any needed adjustments in order to stay safe and continue attacking. Above all else: communicate. The purpose of S.A.B.E.R.-2’s tactics will be to shake up the fireteam and disrupt their ability to work together, giving the boss an advantage in the battle. So be sure to maintain an open connection and coordinate together.
Additionally, the boss will call for reinforcements to help him defeat the Guardians. These enemies will come in all forms, from snipers to turrets to more exploding Shanks. Make sure to communicate with fireteam members about where they’re coming from and when to avoid them.
Be sure to use cover whenever possible to avoid the boss’ wrath, and stick together so the team can quickly and easily revive fellow fireteam members when they die. Things can go south rather quickly once Guardians start dying.
Make sure to use as much heavy firepower against S.A.B.E.R.-2 as possible. This includes grenades, supers, and rocket launchers. Using these will help the team defeat the boss quickly and collect their reward.