Strategy Guide - Guide for Destiny

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                       "That Wizard came from the Moon!"

                   FAQ/Walkthrough by Greg Boccia aka noz3r0
                                 Version 0.30
              |¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ |
              |                Table of Contents                 |
              |                                                  |
              |     I. Intro                              [0100] |
              |    II. Classes                            [0200] |
              |   III. Basics                             [0300] |
              |    IV. Earth                              [0400] |
              |     V. Moon                               [0500] |
              |    VI. Venus                              [0600] |
              |   VII. Mars                               [0700] |
              |  VIII. The Crucible                       [0800] |
              |    IX. Bestiary                           [0900] |
              |     X. Achievements                       [1000] |
              |    XI. Additional Content                 [1100] |
              |   XII. Outro                              [1200] |
              |_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ |
 ________________________|           Intro           |________________________
                         \\_________________________//                  [0100]

Author's Foreword
  Welcome to the Destiny guide! Thank you reading. This game is one of the most
popular out right now and it's incredibly intriguing. This guide will aid you
through the Story Missions, Strike Missions, and acquiring the Dead Ghosts and
Gold Loot Chests in each world. This is a work in progress and any additional
information is welcome. If you are looking for a more detailed guide with video
and pictures, then check out the upgraded version at

The Story
Our destiny lies above us, in the stars.

From beyond our tiny pale blue dot in the night sky, the Traveler came to us,
lifted us. We reached out across the solar system and beyond.

We built cities on Venus, Mars, and beyond; we explored the depths of the
planets and the edges of our solar horizon. The brightest Golden Age of our
species’ history, we learned so much, we saw so much. But we were not alone.
The Traveler did not come to us unnoticed.

Something pursued the Traveler, a vast and terrible Darkness. It found the
Traveler. It found us.

Our civilization was ruined, cast down. Humanity was nearly extinguished. The
Traveler gave everything to stop the Darkness, to cast it back into the yawning
black spaces between the stars. We did not perish. But we lost so much. And the
Traveler fell silent, floating above our last city.

Fragments of the Traveler’s Light, Ghosts of its former glory awakened, sought
out those among us who could protect us, defend us, and give us hope for the

They are Guardians. You are a Guardian.

Rise, Guardian, and look up. To the stars.

Our destiny awaits.

 ________________________|          Earth           |________________________
                         \\_________________________//                  [0400]

  The Earth Missions take place in Old Russia. Most of the land is filled with
crashed planes, destroyed buildings, and wrecked ships. The enemy races include
the Fallen and the Hive, two factions that war against each other and oppose
all Guardians. They would rather fight amongst themselves than against the
Guardian though and throughout the land of Old Russia you'll find numerous
battles between the Hive and the Fallen. During your ventures on Earth you'll
find but one resource, Spinmetal Leaves. These metallic plants blend in with the
shrubbery but are distinct for their metallic shimmer.

                             Dead Ghost Locations
Dead Ghost #1
Location: The Breach
During the initial mission you may find this Dead Ghost after the hallway with
the trip mines. It is located under the walkway in a corner of the large room
before you go through the large fans and reach The Divide.

Dead Ghost #2
Location: The Breach
During Patrol Mode return to the area where you first acquired your rifle. Head
down the hallway and turn left, looking up you'll notice a hole. Use a Double
Jump to reach the Dead Ghost.

Dead Ghost #3
Location: The Divide
As you enter the divide there is an area you pass through opens up to the rest
of the zone. The two buildings are adjoined with a billboard. With some clever
jumping you can climb atop the left building and find the Dead Ghost on the
back end of the billboard. If you cannot make the jump, come back when you have
Double Jump during Patrol Mode.

Dead Ghost #4
Location: The Divide
To reach Dock 13 you need to go left from the entrance of the Divide, but the
Dead Ghost is off to the far right. There is an abnormally large pipe where you
can find it lying on the ground.

Dead Ghost #5
Location: The Steppes
From the landing zone there is a large shed where you can navigate down to
collect a map during the Restoration Mission, the shed next to it has the Dead
Ghost inside.

Dead Ghost #6
Location: The Steppes
When heading to the Mothyards you'll find a large open duct. If you follow it to
the end you'll find the Dead Ghost amidst the grass.

Dead Ghost #7
Location: Mothyards
From the entrance via the Steppes head off to the right side towards the Lunar
Complex. There is the wing of plane buried in the ground but it's angled up
towards a cave. Inside is a Level 7 Captain that guards the Dead Ghost.

Dead Ghost #8
Location: Mothyards
At the transition point to the Forgotten is a snowy path. Follow it up to a
small cave entrance where you'll be able to find the Dead Ghost hidden within
a pile of rocks.

Dead Ghost #9
Location: Lunar Complex
Inside the room where you encounter the Hive for the first time are numerous
storage containers and structures. Shift to the right side and get to a higher
point to spot the Dead Ghsot atop a storage structure.

Dead Ghost #10
Location: Sky Watch
If you venture over to the area where there is a rusted out helicopter and go
towards the ledge at the edge of the zone. Drop down and clear out the Fallen
so you can safely enter the room where the Dead Ghost may be found.

Dead Ghost #11
Location: Terrestrial Complex
Enter the complex from the Forgotten Shores and the Dead Ghost is shining amidst
the open lockers. This one is hard to miss on your first go around.

Dead Ghost #12
Location: Forgotten Shores
During the Warmind Mission you have to find two signals, one of them is on a
wrecked ship. Next to this ship is a smaller one with a cabin entrance, inside
is the Dead Ghost.

Dead Ghost #13
Location: Bunker RAS-2
Enter the RAS-2 building and go down the stairs.

Dead Ghost #14
Location: The Grottos
Travel alongside hte coastline of the Forgotten Shores and you'll encounter some
Dregs. Continue this path to find a large sewage pipe with a Dead Ghost inside.

Dead Ghost #15
Location: Rocketyard
Visit this area from The Divide and leap to a rooftop near a hollow crate. There
are plenty of Dregs and Servitor near the crate. On this rooftop you'll find the
Dead Ghost.

Dead Ghost #16
Location: Refinery
In this area you'll need to move to where you encounter the Fallen and Hive
during the Devils' Lair Strike Mission. In the room beneath the Russian Company
Logo is a table with the Dead Ghost atop it.

Dead Ghost #17
Location: The Blast
In the area where you fight the Devil Walker in the Devils' Lair Strike Mission
you'll be able to exit via the stairs. Follow them up and you'll spot the Dead
Ghost atop the table.

Dead Ghost #18
Location: The Tower - Tower Plaza
From the spawn point go left past the Postmaster and use the steps. Atop the
crates you can reach the Dead Ghost.

Dead Ghost #19
Location: The Tower - Tower North
Head over to the Speaker in Tower North and go up the steps on the left side.
On the small round table is a Dead Ghost.

Dead Ghost #20
Location: The Tower - Hall of Guardians
In the area where your Vanguard Mentor is located take a quick right as you
enter to spot the Dead Ghost lying on the table amidst other things.

Dead Ghost #21
Location: The Tower - Traveller's Walk
During the Iron Banner Event you'll be able to access Traveller's Walk and find
this Dead Ghost on the railing.

                           Gold Loot Chest Locations

Gold Loot Chest #1
Location: The Steppes
Enter the building that leads to Dock 13. In the next room you'll find the
Gold Loot Chest on a desk in plain view.

Gold Loot Chest #2
Location: Lunar Complex
In the final room where you fight the Hive Wizard you can leap atop the
containers to reach a platform on the back left near a fence. In the corner
against the fence is the Gold Loot Chest.

Gold Loot Chest #3
Location: Mothyards
In the crevass that leads from the Mothyards to the Forgotten Shores are weak
streams flowing off the cliffs above. As you make the second turn one of these
streams covers a cave where you'll find the Gold Loot Chest.

Gold Loot Chest #4
Location: Forgotten Shores
At the base of the cliff of the Forgotten Shore, below the Terrestrial Complex,
is a Gold Loot Chest that sits next to the water.

Gold Loot Chest #5
Location: The Devils' Lair
Inside the Devils' Lair you can search underneath the platform on the right to
find the Gold Loot Chest. It is easier to collect after you defeat Sepkis Prime.

            |                  A Guardian Rises                    |

Cosmodrome - Old Russia, Earth
  After choosing your class and designing your character there will be an
opening scene where you'll meet your personal Ghost. You are unarmed and are
currently being pursued so you'll need to follow your Ghosts lead and trust it.
Take off towards your objective, the great wall in the distance. You'll notice
piles of cars below so be sure to stay up top and to the left. Enter the
building and your Ghost will illuminate the area. While you can see, now so can
the Fallen and they are aware of your presence.

The Breach
  The gate to your right should open up shortly, burst through and collect the
rifle so you can defend yourself. Ahead you'll fight your first Fallen, Dregs --
enemies with a short stature that fire rifles and can use knives up close -- and
Vandals, enemies that can fire pulses and often hang back (they also have more
health than Dregs). The Dregs and Vandals can both be shot in the head for
critical damage, though it's better to focus on the Vandals and let the Dregs
come to you or rush them and use melee.

  Across the walkway you'll find a [LOOT CHEST]; there are many like it but this
one is your own, and others will be scattered throughout the area randomly.
Inside is a Special Weapon that you can switch to that uses Special Ammo. In
regards to Ammo, the white boxes that enemies may drop is for your Primary
and the green boxes are for Special Ammo. Turn the corner and you'll encounter
trip mines outlined with lasers. Crouch and strafe through the area, firing at
the Fallen as they come down the hall.

The Divide
  Head outside through the spinning fans once you've cleared out the Fallen. The
area out here is fairly open but there is also lots of places to hide. This is
good and bad because a bunch of Fallen are about to unload from a dropship in
the distance. Use the cover to pick off the Vandals and rush the Dregs so you
can melee them. Your objective is to make it to the far left of the area but
feel free to search around.

  You should be closing in on Level 2 around this time. When you level up head
to the Character Screen and upgrade the Level 2 ability to gain access to your
grenade. Clear out a few more Fallen in the small rooms and you'll come across
the boss of this area.

Rahn, Devil Captain
  The area you fight in has pillars to duck behind so take out a few of the
lesser Fallen then reload. Pop out with a grenade to lower Rahn's shield then
unleash bursts at his head to stagger him and cause him to warp around. As the
first boss there isn't too much of a challenge, just duck and cover to regen
if you take too much damage. After you clear all the enemies out you'll be sent
into orbit.

.-----------|                     Restoration                      |-----------.
|          /________________________________________________________\          |
|          ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0402]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯          |
|                                                                              |
| Location: Old Russia, Earth                Fireteam: 1-3 Players             |
| Level Requirement: 2                       Rewards: XP +1800                 |
|                                                     XP +2200 (Hard Mode)     |
|                                                                              |

The Steppes
  This mission starts you off in a large open area where you'll find numerous
cliffs, valleys, sheds, bunkers, and of course Fallen waiting to kill you. The
middle sections here are in the Public Area where you may battle alongside some
other Guardians. Enemies here respawn over time so you can come back throughout
your travels in this mission. Head past the large shed and to the crashed ship
where your Ghost will inspect it.

  From here head into the large shed you passed earlier and clear out the
Fallen. It's easiest if you toss a grenade in to flush them out. Take the steps
down where you'll encounter a few more Fallen and a map that your Ghost will
scan. This will be the overhead map where you choose your missions. Climb back
up and watch out for any Fallen that may have entered the shed. Return to where
you landed and enter the large installation via the stairs up the side. As you
enter you'll find the first [GOLD LOOT CHEST] sitting on the table to your left.

Dock 13 - Darkness Zone
  A Darkness Zone is a private area where only you and your Fire Team will be
fighting the hordes of enemies that lie ahead. If you die then you will start
back outside the area and must progress back through it. This first area isn't
too tough and you should be able to reach the boss fairly quickly.

Riksis, Devil Archon
  There are a lot of Fallen in the final room. Use the pillars as cover so you
can pick them off, but save your grenade. Riksis, the Devil Archon will emerge
from a hole in the wall once you've defeated all the Fallen and he's a bit more
challenging than the previous boss. His critical spot is his head but he won't
flinch unless it's a shot from a Special Weapon. Use your grenade to take out
the Vandals that will join the fray and keep unloading on Riksis. With the Warp
Drive secured the mission will come to a close.

.-----------|                   The Dark Within                    |-----------.
|          /________________________________________________________\          |
|          ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0403]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯          |
|                                                                              |
| Location: Old Russia, Earth                Fireteam: 1-3 Players             |
| Level Requirement: 3                       Rewards: XP +1800                 |
|                                                     XP +2200 (Hard Mode)     |
|                                                                              |

The Steppes
  You return once again to The Steppes but your path is a bit different. Veer
off towards the Mothyards instead of through the open area, use your Objective
Indicator as a guideline. There are Loot Chests and Fallen that will replenish
though so it is potentially worth a quick detour or a scenic trip.

The Mothyards
  Like a rundown shipyard, the Mothyards is home to ruins of aircraft. These
places are great for cover and finding Loot Chests, though likely guarded with
a swarm of Fallen. There is a chance for a Public Event where waves of enemies
will appear, you can help fend them off for a reward. On the way to the Lunar
Complex you can head to the left side and often find Loot Chests along the cliff
so travel that way before ascending. The Lunar Complex is large and is usually
guarded by a Vandal Captain. Take his shields down with a well thrown grenade
then you can rush him for the kill.

Lunar Complex - Darkness Zone
  As you enter your Ghost will unlock a sealed gate. As you enter the pitch
black room you'll encounter The Hive. Thralls don't use guns and instead will
rush for heavy melee damage. Backpedal and aim for the legs to slow them down
then fire a well place headshot. Likewise, if it's just one Thrall you can
melee it for a one-hit kill. You can use a grenade at the choke point, an
intersection where the Thralls rush, to deal a lot of damage and potential save
some ammunition.

Gotra, The Hive Wizard
  As you head up the stairs you'll find The Wizard and he isn't happy to see
you. Gotra floats amidst the Hive casting a cloud of darkness that will heal
the Hive and damage the Guardian. Use the crates as shelter so you can pick off
the Thralls then lob a grenade to weaken Gotra. Use a Super Ability at this
point and finish off Gotra with some headshots. Defeating Gotra will dismiss
any living Hive and allow you to collect the Warping Claws. Return this item
to your Vanguard for a piece of armor.

.-----------|                     The Warmind                      |-----------.
|          /________________________________________________________\          |
|          ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0404]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯          |
|                                                                              |
| Location: Old Russia, Earth                Fireteam: 1-3 Players             |
| Level Requirement: 4                       Rewards: XP +1800                 |
|                                                     XP +2200 (Hard Mode)     |
|                                                                              |

The Mothyards
  Head back to the Mothyards and turn left to spot a shed amidst the rubble and
wrecked aircraft. Your Ghost can be deployed to unlock a Sparrow, a new form of
travel. Summon your Ghost and then the Summon Vehicle button to begin riding
your new toy. Avoid the Lunar Complex and instead turn right to enter a canyon
that leads to The Forgotten Shore.

The Forgotten Shore
  There are plenty of beaten up airships and boats in this forgotten area. The
objective is to locate two signals and amplify them. The first signal is on a
pole in the middle of a large ship. You'll encounter a Vandal Captain so take
it out before using your Ghost to get the next signal. At the far north you'll
find numerous Fallen guarding a large ruined structure where the next signal
seems to be. Hop on the Sparrow and ride up the road to the large satellite

Terrestrial Complex - Darkness Zone
  As you reach the complex enter via the rear entrance where you'll encounter a
large battle. Fallen litter this complex and a Captain provides a challenge at
the start, use a grenade to break his shields.

  Your new objective is to resist the Fallen and there will be a few waves. The
Fallen are tapping into a computer on the left platform, you'll need to use
the pillars and equipment around the room as cover so you can eliminate the
Dregs, Stealth Vandal, and a Captain. Deploy your Ghost at the computer, it then
cues you in for the next wave by saying, "This may take some time." A larger
wave will appear at the other side of the room. Vandals and Dregs will fight up
close while Captains fight from behind. Using a Heavy Weapon to take out the
Captains isn't a bad idea at this point, using your Special to rapidly clear
some of the Dregs that rush you is useful as well.

  With the wave completed you'll be forced to fight some Servitors, a new enemy
that will heal the Dregs that attack you. Fire at their "eye" to cause critical
damage and take them out quickly. They enter in from near the terminal so you'll
need to shift your position a little bit if you had been stationed near your
Ghost during the first wave. Destroy the terminal and the mission will be

.-----------|                   The Last Array                     |-----------.
|          /________________________________________________________\          |
|          ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0405]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯          |
|                                                                              |
| Location: Old Russia, Earth                Fireteam: 1-3 Players             |
| Level Requirement: 5                       Rewards: XP +1800                 |
|     Hard Modifier: 7                                XP +2200 (Hard Mode)     |
|                                                     Heavy Weapon Upgrade     |

The Lunar Complex
  Head into the Lunar Complex and follow the path upstairs, but instead of a
frenzied attack the room is dark and quiet. As you reach the top you'll find
Hive Acolytes battling the Fallen, let them weaken each other then swoop in to
eliminate both sides for the most experience gain. The second room is filled
with Dregs, Vandals, and a Captain. Once you clear them out you'll have a clear
shot through the corridor where your outside at the Skywatch.

  This is a fairly large open area and it's Public so you can team up with other
players to clear the harder encounters. The Fallen and Hive continue to battle
it out here, but you want to make your way to the Terrestrial Complex at the far
end of the Skywatch.

Terrestrial Complex - Darkness Zone
  Once you enter this area you'll be in a Darkness Zone. There are a few Dregs
and Vandals in the building. When you reach the final room before heading back
outside you'll want to hold up and pick off the Fallen to avoid being caught in
the open and under fire. There is also a Captain that you need to defeat but it
shouldn't be hard to defeat him once the other Fallen are downed. Turn the
corner to reach the Control Station, just be on the lookout for Stealth Vandals
that will attack you as you move around the perimeter. Head inside once you
kill the Captain and deploy your Ghost at the computer.

  The first wave brings a Hive ship that shoot darkness balls from the turrets
and they deal some decent damage. Take cover behind the computers and wait as
the Thrall rush your position. A melee attack and a close combat weapon like a
shotgun is perfect for this situation. Once the Thrall have been defeated you
can peek out to defeat the Wizard. The second wave brings more Thrall but also
Acolytes and a Cleaver Knight. Like the previous wave, focus on the Thrall as
they will attack aggressively then defeat the Acolytes. The Cleaver Knight
should be left for last because it has the ability to heal with a wall of dark

  The third and final wave is similar to the last one, bringing Thrall, even
more Acolytes, and a Hallowed Knight. You need to avoid the Hallowed Knight and
defeat the enemies in order once again to lessen your chances of being defeated
from simply being overwhelmed. Once the Thrall are defeated you'll likely need
to be on the run a little bit as you deal with the Acolytes. Since this is the
last wave don't be stingy with your Special and grenades, do whatever you need
to do so you can secure the computer. With the mission complete, head to the
Gunsmith at The Tower to receive your choice of Heavy Weapon.

.-----------|                  The Devils' Lair                    |-----------.
|          /________________________________________________________\          |
|          ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0406]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯          |
|                                                                              |
| Location: Old Russia, Earth                Fireteam: 1-3 Players             |
| Level Requirement: 8                       Rewards: XP +2200                 |
|                                                     Armor Upgrade            |

  This is the first Strike Mission and it starts in the Rocketyard. Fight
through the Hive Acolytes and Knights that are scattered around this Public Area
so you can reach the building at the far end. You'll enter the Refinery when you
get the other end.

  Navigate the halls where you'll find the Hive and Fallen battling it out once
more. You should be able to surprise them from behind and keep your Fire Team
together. Once you've taken back the Refinery you'll need to deploy your Ghost
at the console to remove the barrier. This will take it some time so of course
there will be waves of enemies racing towards you. There are several openings
so a back to back approach is often best to cover all the angles. Use the Radar
to react to more furious attacks and perch atop a cargo container if you can
snipe well enough, making sure to counter the Fallen snipers. After the third
layer has been deactivated the waves will halt and allow you to collect any
loot that has fallen and grant access to the opening on the right side.

The Blast
  The entrance to The Devils' Lair is across the zone and there is a large
building along the way. There are Captains, Vandals, Dregs, and Shanks all along
the pathway to The Devils' Lair. You'll want to start clearing them out as soon
as you arrive because the Devil Walker will be arriving shortly and you don't
want to be fighting anything else.

Devil Walker
  This is a much different battle then any other that you've encountered thus
far. The Devil Walker has an array of attacks and can be defeated multiple ways.
The first attack is the Cannon Blast, it uses this attack often and is easy to
avoid because of the long charge up before firing indicated by the red laser.
The area of effect is pretty large so you still need to move and take cover.
Devil Walker also has a Chaingun at the front of its head and will follow up
with it after a Cannon Blast. Take cover behind a wall or you'll take heavy
sustained damage.

  The Laser Array is like the Cannon Blast and is indicated by blue sparks on
the left weapon. It takes a second to charge up so take cover and get out of the
way. If you get too close to the Devil Walker it will melee you back. Shock
Grenades are released from the side of the Devil Walker and the grenades will
bounce around seeking out a target. When the hatch is opened you'll want to get
a few shots in to disable it.

  For all the attacks that the Devil Walker has, a good Fire Team should be able
to take it down if you are able to clear the Fallen quickly before it arrives.
Use the first building in the zone for cover and as a vantage point. With a team
you'll want to spread out though, so the entrance and debris off to the left and
right are also recommended, though the first large building is the safest if
you are alone. The trick to the battle is focusing on a single leg, one of two
weak points on the Devil Walker. With enough damage, a leg will go down and
cause the Devil Walker to collapse and expose it's neck, the second weak point.

  When the tank collapses and exposes it's next is when you'll want to use your
Special and Grenades, Heavy Weapons are useful as well. You likely cannot kill
the tank in one go around so switch to another leg and force the Devil Walker
back down to expose the neck once more. When all six legs are taken down you'll
defeat this mighty foe, but it can be done quicker if you hit the neck.

The Devils' Lair
  With the Devil Walker defeated you'll be able to tear through some Dregs and
Vandals en route to the Devils' Lair. Here you are met with the boss of this
mission, Sepiks Prime. You'll need to clear the area of Fallen first, it's not
hard to use the debris as cover to pick them off. Once cleared out, Sepiks Prime
becomes vulnerable.

Sepiks Prime
  The boss has one main attack, an Eye Blast that fires a dark explosive
projectile that is highly accurate. The attack is not slow, you'll need to
react quickly to avoid it. Outside of this attack, Sepiks Prime will knock you
back if you get too close. The difficulty of the battle comes from the other
Fallen that join the fray and that Sepiks Prime will teleport around a lot. Be
on alert for the drop ship because it will also fire at you if you're not behind
cover. Use Specials and Grenades that target this large Servitor's "eye" after
it has warped to deal the most damage.

            |                Patrol the Cosmodrome                 |

                                Patrol Missions
  When you are in the Patrol Mode you can travel among the world without need
to complete anything, it's an exploration mode for all intents and purposes.
You will find Spinmetal lying around, hordes of Fallen and Hive, and curious
Beacons around Old Russia. If you approach a Beacon, which can be located with
Nav Mode, you can start a mission.

                                 Public Events
  There are a few Public Events around Old Russia. You'll receive a notification
from your Ghost and it will appear on the HUD normally displaying: "Event
Incoming (Optional)" Because it's a Public Event anyone can join in so just
head over to the objective and do as well as you can!

Defeat the Warsat
Locations: Mothyards, Forgotten Shore, Skywatch

  When a Warsat lands there will be a flash of light and a timer beings to count
down from one minute. A Guardian must deploy their Ghost and the event will
begin. A circle appears around the satellite and the more Guardians that stand
inside of it the fast the meter counting to 100 will fill. Enemies will begin
dropping in to take the Warsat for their own, so you'll need to defend this
location from the Fallen and Hive.

Eliminate the Target
Locations: Mothyards, Forgotten Shore, Rocketyard

  A particular target with increased Vitality will be making its way to a
destination. Your objective is to take it down before it reaches the fifth and
final checkpoint.

Defeat Extraction Crews
Locations: The Steppes, Mothyards, Forgotten Shore

  Fallen drop into the area in an attempt to extract Glimmer. You are tasked
with clearing the drill site by defeating the Fallen. Once a crew is defeated
another will emerge elsewhere in the zone so you'll need to hasten over to it.
Defeating three crews and saving three drill sites will earn Gold Tier.

Destroy Fallen Walker
Location: The Divide

  In the Divide a Fallen drop ship will leave a Devil Walker in this Public
Area. Employ tactics used in the Devils' Lair Strike Mission to defeat the
Devil Walker before the timer reaches zero -- you have 5 minutes.

 ________________________|           Moon            |________________________
                         \\_________________________//                  [0500]

  The Moon is a different style area than Earth for obvious reasons. It lacks
ruins that you find in Old Russia but features developments foreign to it. The
Fallen and Hive are still very prominent in this area, the Hive dug deep into
the Moon's core to forge a stronghold here. In addition to the enemies and
change of scenery is a new resource, Helium Filaments.

                             Dead Ghost Locations
Dead Ghost #1
Location: Archer's Line
From the spawn of the first mission go up the hill. There is a large pipe with
two white stripes and a yellow stripe. Leap atop the structure at this point to
find the Dead Ghost.

Dead Ghost #2
Location: Anchor of Light
Look for the main building with a large satellite dish. Climb up the girders to
find the Dead Ghost on the support beam.

Dead Ghost #3
Location: Hall of Wisdom
Head through the Hall of Wisdom and as you pass the large room with a glowing
chandelier you'll be able to locate the Dead Ghost. Look on the ledge near the

Dead Ghost #4
Location: Circle of Bones
From the entrance, follow the right hand side down a hallway. When you reach
the "U-Shaped" window leap to the ledge. From here you can Double Jump behind
the area. Follow the railing to the Dead Ghost.

Dead Ghost #5
Location: Hellmouth
Enter this area from the Anchor of Light. On the right hand side is a small
camp, go down there and into the first building to find the Dead Ghost.

Dead Ghost #6
Location: The Gatehouse
Turn left as you enter this zone and go up the ledge to find the Dead Ghost.

Dead Ghost #7
Location: Shrine of Oryx
Along the way to the final area is a cylinder where a vast quantity of enemies
emerge. In this room you can see structures that are shaped liked ribs. Navigate
the right hand side and look for the Dead Ghost on top of piles of garbage.

Dead Ghost #8
Location: Temple of Crota
You must be on the level "Chamber of Night" to get this Dead Ghost. Descend into
the temple until you reach a very large structure. The waypoint will move to a
set of stairs at this point. Descend to the next room and look up high to spot
a small platform. Cross the room and leap around the environment to reach the
platform with the Dead Ghost.

                           Gold Loot Chest Locations

Gold Loot Chest #1
Location: Hellmouth
As you head towards Hellmouth from Archer's Line there is a large formation of
rocks off to the left. Head to the backside of it to spot the Gold Loot Chest.

Gold Loot Chest #2
Location: Hall of Wisdom
During The World's Grave Mission, enter the Hall of Wisdom. At the bottom of the
spiral path is a pool of water, follow it's stream to a hidden area with the
Gold Loot Chest.

Gold Loot Chest #3
Location: Hive Library
In the final chamber of the Hive Library leap into the water. At the bottom edge
of the pool is a library mechanism, the Gold Loot Chest is near it. This is also
the same area where you fight the enemy rush at the end of the mission.

Gold Loot Chest #4
Location: Temple of Crota
Head to the bottom-most area of the temple and exit to the right. Follow the
path across a bridge then look down off the right side to find the Gold Loot
Chest below.

Gold Loot Chest #5
Location: The Summoning Pits
When you reach the end of The Summoning Pits Strike Mission and face Phogoth
return to the back of the area and check the platform here for the Gold Loot

.-----------|                   The Dark Beyond                    |-----------.
|          /________________________________________________________\          |
|          ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0501]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯          |
|                                                                              |
| Location: Ocean of Storms, Moon            Fireteam: 1-3 Players             |
| Level Requirement: 6                       Rewards: XP +2000                 |
|     Hard Modifier: 9                                XP +2400 (Hard Mode)     |
|                                                     Special Weapon Upgrade   |

Archer's Line
  You start off at the bottom of a hill in Archer's Line. Head over to the
accelerator and enter the left building. There is a terminal in the back of the
room, deploy your Ghost to hack in and find information on the Guardian. Once
the scene is over you'll be dealt a bad hand, Fallen have entered the building.
Use the pillars as cover and take out the lesser Fallen, just be careful as you
move to the doorway as Stealth Vandals lay in wake. There is a Captain off to
the right side, he drops down from the platform. It's best to take him out with
a Super Ability or Heavy Weapon.

  Outside you'll encounter more Fallen, including a Captain and Servitor. Do
your best to eliminate the Servitor so that it isn't healing the other Fallen.
With the final group eliminated outside, the vehicle link is established and
you may use your Sparrow on the Moon. Take to the rooftop and wait for a Dreg
to show up on a Pike. Pick him off and hijack the vehicle, it's yours now! Head
under the accelerator to the Anchor of Light where you'll be met with some
resistance. Light up the Fallen with the shock cannons on the Pike and exchange
it for a new one before moving on. Head inside the Temple of Crota and have your
Ghost scan the computer inside.

Temple of Crota
  Before heading in you'll want to hang back near the opening and take out the
Servitor and Captain. Drop down then proceed to the bottom of the hill. There's
a large gate nearby, but also the Guardian that your Ghost can scan. Hive will
emerge from the gate and the area becomes a Darkness Zone. Thrall will charge
you as expected while the Acolytes and Knight fire from the back. Quickly
eliminate the Thrall and take cover. Pick off the Acolytes with headshots so
you can use a grenade on the Knight. This gets you in the clear for now. Enter
the temple and follow the path to the right up the steps.

  Located here is a Major Wizard, a more powerful version of the Wizards you've
previously battled. The area is long and open so you can potentially whittle it
down from distance, arguably the safest way but not necessarily the fastest. A
Super Ability or Heavy Weapons is always best for higher ranked enemies and this
is no different, especially since it's the end of the mission. Revive the Dead
Ghost once the Hive has been eliminated to complete the mission and return to
the Tower. Here you can visit the Speaker to receive a Speaker's Writ, an item
that you may exchange with the Gunsmith.

.-----------|                  The World's Grave                   |-----------.
|          /________________________________________________________\          |
|          ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0502]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯          |
|                                                                              |
| Location: Ocean of Storms, Moon            Fireteam: 1-3 Players             |
| Level Requirement: 7                       Rewards: XP +2000                 |
|     Hard Modifier: 10                               XP +2400 (Hard Mode)     |
|                                                                              |

Archer's Line
  The objective is to enter the Hive Fortress so hop on your Sparrow and go up
the hill. At the other end of the accelerator you'll want to descend where you
are met by a large number of Fallen. Ahead you'll meet two Major Knights, use a
Super Ability and Heavy Weapons to easily down them. Enter the Hive Fortress now
and drop down to the bottom level, following the trail into the Hall of Wisdom.

Hall of Wisdom
  As always, a warm welcome from a few Hive including Acolytes, a few Knights,
and a friendly Wizard (be sure to kill him last). A well-thrown grenade will
eliminate numerous foes at once and a long ranged weapon is great for clearing
them out, though a Heavy Weapon is preferable for the Wizard. Move into the
second tier of the hallway where a Knight and a Shrieker await your arrival.
They aren't much of a challenge but a Hive drop ship quickly swoops in to add
Thrall, Acolytes, and a Wizard to their forces.

  A grenade and a Super Ability should be plenty to clean up the Thrall and
Acolytes, take out the Shrieker next. Use Heavy Weapons to defeat the Wizard
handily and remember that the Shrieker can only be damaged when it opens up to
fire. With the area secure, follow the path into the Circle of Bones.

Circle of Bones - Darkness Zone
  Your objective is to find the Knight and the Hive is in full force to stop
you from doing that. Hive drop ships sweep by, firing powerful projectiles and
unloading Acolytes, a Knight, and a Wizard. Look right as you move past the
second wave, there is a tall fence that you can leap over to reach a circular
area with the Major Knight, thus the Circle of Bones. Defeat the Acolytes and
Wizard from cover, just keep moving and firing to avoid the Knight's explosives.
At the far end of the opening here is the entrance to The World's Grave.

The World's Grave
  Hop down to the bottom floor and make your way through the cave. There are
plenty of Thrall eagerly waiting to rip you to shreds so be ready to melee
them. In the Darkness Zone you'll be attacked by more Thrall while the Acolytes
and Knight use heavier weapons from the back. Like previous encounters, use
cover to defeat the Thralls as they rush you then use the cover to get off
precision shots. The final room hasn't been alerted of your presence so use a
Sniper Rifle to headshot one of them and follow with a grenade. This should
quickly clear out a lot of the enemies, leaving the rest vulnerable.

  At the far platform you'll want to fully reload and let your grenade regen
before deploying your Ghost. This action, like all previous ones, attracts a
large number of enemies. The Hive attack with three waves of enemies; Thrall,
Cursed Thrall, Acolytes, Knights, and a Wizard. Use a grenade on the Thrall,
this will allow you time to take cover without losing health or getting mauled
by the shear number of foes. Next you'll want to focus on the Knights because
the Cleaver Knights will move in and deal massive damage but the Boomer Knights
sit back and lob explosives.

  A powerful Hand Cannon and Shotgun is very useful for this stage, any Heavy
Weapon is good for emergency situations as well. Save your Super Ability for
the final wave so you can defeat the Thrall and Cleaver Knights that rush you.
Take the Graven Codex to the Cryptarch after you've defeated the final enemy.

.-----------|                 The Sword of Crota                   |-----------.
|          /________________________________________________________\          |
|          ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0503]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯          |
|                                                                              |
| Location: Ocean of Storms, Moon            Fireteam: 1-3 Players             |
| Level Requirement: 7                       Rewards: XP +2000                 |
|     Hard Modifier: 11                               XP +2400 (Hard Mode)     |
|                                                     Armor Upgrade            |

Banuk, Ur Prince
  Head over to Hellmouth off the start until you come upon the Swarm Prince. He
is a Major Knight and is accompanied by Acolytes. Banuk fires the boomer often
so you'll want to take cover from him until the lesser Hive has been felled.
Use a mixture of Heavy Weapons and your Super Ability to take him down! With
the Major Knight defeated head through Hellmouth and enter the nearby Hive
compound. There are three Knights here that will lob explosive shots in your
direction but there is plenty of cover to take them down safely.

The Gatehouse - Darkness Zone
  Descend into the Gatehouse where you'll encounter Knights and Acolytes as you
move down the hall. As you reach the final room you'll be dealing with Thrall,
Cursed Thrall, Acolytes, and Wizards. Take the high ground and use a grenade
to deal with the Thrall as they rush you. Acolytes can be felled with an Assault
Rifle and the Wizard is best left to a Heavy Weapon -- take it down first if you
can. Don't let the Cursed Thrall get too close to the Sword of Crota, clear them
out and claim it as your own!

    Note: The Sword of Crota is only useable by one player at a time. If you are
          in a Fire Team then anyone who doesn't grab the weapon will keep the
          weapons they have equipped.

  This weapon is very powerful and has it's own Super Ability. R1/Right Bumper
is a quick attack and R2/Right Trigger is a heavy attack. You can combo with
three quick strikes or two quick strikes followed by a heavy. The Super Ability
is activated with both attacks and can be used during any combo to link. The
wave of enemies that comes is to let you get acclimated to the sword as only
Thrall and Acolytes enter. Afterwards Prince Merok will join the fray, a Major
Knight carrying a big sword! You'll want to use the Super Ability on this guy
then kill the lesser Hive enemies to become Super Charged once more.

  The balconies are great for cover if you are taking too much damage, you can
bait a lot of enemies close enough to be slaughtered with the Sword of Crota.
Dakoor, the Yul Prince will emerge once you've defeated Merok and he brings
Acolytes with him. When you down Dakoor then Garok emerges with a mixture of
Thrall and Acolytes. Stick to quick combinations and employ a hit and run tactic
to deal with the Princes best. Turn in the Blade Shards to your Vanguard Mentor
back at the Tower to receive an Armor Upgrade.

.-----------|                 The Shrine of Oryx                   |-----------.
|          /________________________________________________________\          |
|          ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0504]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯          |
|                                                                              |
| Location: Ocean of Storms, Moon            Fireteam: 1-3 Players             |
| Level Requirement: 8                       Rewards: XP +2000                 |
|     Hard Modifier: 12                               XP +2400 (Hard Mode)     |
|                                                     Primary Weapon Upgrade   |

  Head down towards the Gatehouse where you'll run into a large number of
Acolytes. Inside you'll find the three Knights that will rush you wish their
large swords. Backpedal from the Cleaver Knights and use powerful close range
weapons to headshot them, they won't cower like the Boomer Knights. As you reach
the Gatehouse you'll find the Fallen and Hive fighting once again, let it play
out a little bit like normal then kill everything for the most experience. There
is a Hive Wizard and Fallen Servitor however, so use a Heavy Weapon or a Sniper
Rifle to deal with them.

  Ahead you'll find the Exiled Baron Frigoris. Be careful as Stealth Vandals
will attempt to sneak up on you when you start firing on the Dregs and Acolytes
in the distance. The Baron goes down like any other higher ranked enemy, a few
Heavy rounds should make quick work of him.

Shrine of Oryx
  Ahead you'll enter the Hall of Wisdom, a Darkness Zone that winds down to the
Circle of Bones. The Fallen and Hive are battling once more, just use the cover
to quietly pick off a few from each side until none remain. Half way across the
hall you'll find several Acolytes, a Knight, and a Wizard that will impede your
path towards the shrine. Once clear of them you'll break free into the a hall
that leads to your destination. Unfortunately an Ogre and some Acolytes emerge
to stop you. Have at it with a Super Ability and Heavy Weapon to down the Ogre
then move up to find waves of Thrall and a Knight just before the shrine.

  You can snipe the Acolytes as you approach, it's a useful tactic. Deploy your
Ghost at the Shrine of Oryx to awaken Sardok, the Eye or Oryx Knight. This is an
Ultra Knight, he's very tough and has a lot of health. Use Super Abilities and
Heavy Weapons to deal quick damage. At 70% and 35% health, Sardok calls for
backup in the form of a Wizard and some Knights. Defeat the Wizard, you don't
want to get caught in the darkness it emits it will slow you down. Return to
the Tower and you'll eventually be able to choose a new Primary Weapon.

.-----------|                  Chamber of Night                    |-----------.
|          /________________________________________________________\          |
|          ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0505]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯          |
|                                                                              |
| Location: Ocean of Storms, Moon            Fireteam: 1-3 Players             |
| Level Requirement: 8                       Rewards: XP +2000                 |
|     Hard Modifier: 12                               XP +2400 (Hard Mode)     |
|                                                     Primary Weapon Upgrade   |

  Follow your Ghost's lead and journey past the camps around the area to find
two cracks that provide some insight. Hop on your Sparrow and dash all the way
back to the Temple of Crota.

Temple of Crota
  Grab a long range weapon before going in because there is a Hive Ogre at the
entrance this go around. The Acolytes and Knight should be fodder compared to
the Ogre. Drop down this time, making sure to avoid the Hive drop ship. Thralls
will rush you as you descend, melee and close range weapons still prevail in
this situation. On the other side you'll find a Knight and Wizard waiting with
their minions but if you're quick enough you can hit them all with a Grenade
and Heavy Weapons for a quick clear out. As you reach the Hive Seeder turn right
into another tunnel. Defeat the Cursed Thrall first so you can get extra damage
in with the explosions, then focus on the Knights.

The World's Grave - Darkness Zone
  Stop at the first doorway and start picking off enemies one at a time. The
Cleaver Knights will be drawn out this way and you can easily take them out
from distance before they reach you. The next room is littered with Hive, you'll
need to backpedal and take cover so you can defeat the Thrall without the fear
of Acolytes hitting you too hard. Ahead you'll find the ritual chamber.

  The Siphon Witches aren't paying attention right now so hit one of them with
your best shot, a Solar Weapon would likely be a one-hit kill. When the Witches
are downed you'll need to be very careful and use the perimeter cover wisely as
you'll encounter waves of Hive. Thralls are the toughest part but a well timed
kill of a Cursed Thrall could make your life a bit easier. Shotguns and Hand
Cannons work wonder here to quickly clear out the enemies. Don't get back into
a corner, keep moving around and reload when you get a chance. The final enemy
is a Major Ogre so unleash everything you have to kill it.
.-----------|                 The Summoning Pits                   |-----------.
|          /________________________________________________________\          |
|          ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[0506]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯          |
|                                                                              |
| Location: Ocean of Storms, Moon            Fireteam: 1-3 Players             |
| Level Requirement: 12                      Rewards: XP +2000                 |
|                                                     XP +2400 (Hard Mode)     |
|                                                     Armor Upgrade            |

 ________________________|    Additional Content     |________________________
                         \\_________________________//                  [1100]

Destiny Code Redemption
  Enter these codes at to unlock
the items below.

| Number | Item     | Name                        | Code        |
|    1   | Grimoire | Warlock                     | YKA-RJG-MH9 |
|    2   | Grimoire | Titan                       | 3DA-P4X-F6A |
|    3   | Grimoire | Hunter                      | MVD-4N3-NKH |
|    4   | Grimoire | Rixis                       | TCN-HCD-TGY |
|    5   | Grimoire | Old-Russia                  | HDX-ALM-V4K |
|    6   | Grimoire | Hive                        | 473-MXR-3X9 |
|    7   | Grimoire | Moon                        | JMR-LFN-4A3 |
|    8   | Grimoire | Gjallorhorn                 | HC3-H44-DKC |
|    9   | Grimoire | Duke MK.44                  | 69P-KRM-JJA |
|   10   | Grimoire | The Tower                   | 69P-VCH-337 |
|   11   | Grimoire | Ogre                        | 69R-CKD-X7L |
|   12   | Grimoire | Valley of the Kings, Mars   | 69R-DDD-FCP |
|   13   | Grimoire | The Fallen                  | 69R-F99-AXG |
|   14   | Grimoire | Red Death (Back)            | 69R-VL7-J6A |
|   15   | Grimoire | The Cabal                   | 69X-DJN-74V |
|   16   | Grimoire | The Devastated Coast, Venus | 6A7-7NP-3X7 |
|   17   | Grimoire | Vex Minotaur                | 6A9-DTG-YGN |
|   18   | Emblem   | Sign of the Finite          | 7F9-767-F74 |
|   19   | Emblem   | Binding Focus               | FJ9-LAM-67F |
|   20   | Emblem   | Illusion of Light           | JD7-4CM-HJG |
|   21   | Emblem   | Ab Aeterno                  | JDT-NLC-JKM |
|   22   | Emblem   | Field of Light              | JNX-DMH-XLA |
|   23   | Emblem   | Lone Focus, Jagged Edge     | 7CP-94V-LFP |
|   24   | Shader   | Double Banshee              | 7MM-VPD-MHP |
|   25   | Shader   | Oracle 99                   | RXC-9XJ-4MH |
|   26   | Emblem   | Note of Conquest            | X4C-FGX-MX3 |
|________|__________|_____________________________|_____________| Emblems
  These emblems are unlocked on the forums.

Emblem: Shield of Heroes   - Once reached Heroic forum status
Emblem: Shield of Legends  - Once reached Legendary forum status
Emblem: Shield of Mythics  - Once reached Mythic forum status
Emblem: Song of Spheres    - Participated in the Alpha Lupi experience
Emblem: The Inner Chamber  - Played at least 4 of the last 6 Bungie games
Emblem: Pathfinder Sign    - Registered on prior to 2013
Emblem: Star of Moderation - Ninja
Emblem: Mentor's Badge     - Mentor

Collector's Edition/Pre-Order Content
Ghost Shell: Frontier     - Collector's Edition Exclusive Ghost Shell
Ship: Valkyrie-O5X        - Collector's Edition Exclusive Ship
Emblem: Vanguard Honor    - Collector's Edition Exclusive Emblem
Emblem: Vanguard Honor #2 -  Comes with the Vanguard Armory DLC
Vehicle: Sparrow S-10V    - Gamestop Pre-Order Reward
Armor Shader: Blacksmith  - Pre-Order Call of Duty Advanced Warfare at Gamestop
                            before 11 September 2014.

 ________________________|           Outro           |________________________
                         \\_________________________//                  [1200]

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  This document is Copyright ©2014 Greg Boccia (noz3r0) and is the intellectual
property of the author. It may be not be reproduced under any circumstances
except for personal, private use as long as it remains in its unaltered,
unedited form. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.

  All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

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