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Contents

  • Curse of Osiris
    • An Overview
      • Osiris Backstory
      • What’s New?
    • The Lighthouse
    • Infinite Forest
    • Campaign and Strikes
      • The Gateway
      • A Deadly Trial
      • Beyond Infinity
      • Deep Storage
      • Tree of Probabilities (Campaign and Strike)
      • Hijacked
      • A Garden World (Campaign and Strike)
      • Omega
    • Mercury Adventures
    • PVP
      • Radiant Cliffs
      • Pacifica
      • Wormhaven (PS4 Exclusive)
  • Field Manual
    • Introduction and Overview
    • Guardian Creation
    • Basic Actions
    • Guardian Abilities
    • Titan Abilities
    • Hunter Abilities
    • Warlock Abilities
    • Weaponry
    • Armor
    • Other Gear and Vehicles
    • Navigation
    • Progression
    • Grinding and Gear
  • Campaign
    • Overview
    • Homecoming
      • Overview
      • Tower Watch
      • Tower Hangar
      • Tower Plaza
      • Tower North
      • The Chosen
    • Adieu
      • Overview
      • Escaping the Last City
      • The Farm
    • Spark—Pt. 1
      • Overview
      • Quarantine Sector 236
      • Blackened Forest
    • Spark—Pt. 2
      • Overview
      • The Dark Forest
    • Hope
      • Overview
      • Sinking Docks
      • Siren’s Watch
    • Combustion
      • Overview
      • Salt Mines (1st Mission)
      • Salt Mines (2nd Mission)
      • Salt Mines (3rd Mission)
    • Riptide
      • Overview
      • The Rig
      • Tidal Anchor
    • Utopia
      • Overview
      • Access Terminal
      • Festering Halls
    • Looped
      • Overview
      • Artifact’s Edge
      • Hallows
      • Sunken Cavern
      • Well of Giants
    • Six
      • Overview
      • The Cistern and Pools of Luminance
      • Glade of Echoes
      • Exodus Black
    • Sacrilege
      • Overview
      • Terrabase Charon (1st Mission)
      • The Wraith Mines
      • Terrabase Charon (2nd Mission)
    • Fury
      • Overview
      • Giant’s Scar (1st Mission)
      • Excavation Site II
      • Giant’s Scar (2nd Mission)
      • Warmind VaultJYS-2
    • Payback
      • Overview
      • The Tunnels
      • Sunken Isles
    • Unbroken
      • Overview
      • Legion’s Hold
      • Legion’s Watch
    • Larceny
      • Overview
      • Legion’s Anchor
    • 1AU
      • Overview
      • Starboard Landing
      • Mineral Processing
      • Sunside (1st Mission)
      • Sunside (2nd Mission)
    • Chosen
      • Overview
      • Peregrine District
      • Systems Deck
      • Quarterdeck
  • Strikes
    • Overview
    • The Pyramidion
      • Overview
      • The Rupture (Entrance)
      • The Rupture
    • The Inverted Spire
      • Overview
      • The Cistern
      • The Anchor
      • Legion Drill Site
      • The Inverted Spire
    • Exodus Crash
      • Overview
      • Prodromus Down
      • Exodus Black
      • Glade of Echoes
      • EX-077 Command
    • The Arms Dealer
      • Overview
      • Legion’s Anchor
      • Sunken Isles
      • Legion’s Hold
      • Echion Vae
    • Savathun’s Song
      • Overview
      • Solarium
      • Arboretum
      • Chasm of Screams
  • Crucible
    • Overview
    • Match Types
    • Crucible Map Icons
    • The Dead Cliffs
      • Overview
      • Locations and Match Types
    • Endless Vale
      • Overview
      • Locations and Match Types
    • The Fortress
      • Overview
      • Locations and Match Types
    • Legion’s Gulch
      • Overview
      • Locations and Match Types
    • Altar of Flame
      • Overview
      • Locations and Match Types
    • Vostok
      • Overview
      • Locations and Match Types
    • Midtown
      • Overview
      • Locations and Match Types
    • Javelin-4
      • Overview
      • Locations and Match Types
  • Adventures
    • Overview
    • EDZ Adventures
      • A New Frontier
      • Calling Them Home
      • Poor Reception
      • A Frame Job
      • Dark Alliance
      • Reverse the Polarity
      • Getting Your Hands Dirty
      • Unsafe at Any Speed
      • Red Legion, Black Oil
      • No Safe Distance
      • Stop and Go
      • Anti-Anti-Air
      • Supply and Demand
    • Titan Adventures
      • Thief of Thieves
      • Bad Neighbors
      • Siren Song
      • Deathless
    • Nessus Adventures
      • Unbreakable
      • Ghost in the Machine
      • The Vex Trial
      • Release
      • A Tale of Two Confluxes
      • Assault of Black
      • Key to the Network
    • Io Adventures
      • Arecibo
      • Postmodern Prometheus
      • Unexpectred Guests
      • Cliffhanger
      • Road Rage
  • Lost Sectors
    • Overview
  • World Quests
    • Overview
    • EDZ World Quest: Enhance!
      • Mission 1: Odd Symptoms
      • Mission 2: Show and Intel
      • Mission 3: Differential Diagnosis
      • Mission 4: Experimental Treatment
    • Titan World Quest: Enemy of My Enemy
      • Mission 1: A Visit to Command
      • Mission 2: Data Requisition
      • Mission 3: Report to Sloane
      • Mission 4: Lighting the Dark
      • Mission 5: Chances and Choices
      • Mission 6: At Full Power
    • Nessus World Quest: The Exodus Black
      • Introduction
      • Mission 1: Speak to Failsafe
      • Mission 2: Uncovering the Past
      • Mission 3: The Captain
      • Mission 4: Talk to Failsafe
    • Io World Quest: King’s Shadow
      • Mission 1: The Hunt
      • Mission 2: The Conversion
      • Mission 3: Asher’s Theory
      • Mission 4: The Army
      • Mission 5: Trapped
  • Patrols
    • Overview
  • Public Events
    • Overview
    • Full Public Event Types (Eight Types, 34 Total)
    • Secret Public Event Types (10 Types, 93 Total)
    • Public Event Availability Chart
  • Challenges
    • Overview
  • Director
    • Introduction and Overview
    • European Dead Zone
      • EDZ Overview
      • EDZ: Initial Activities
      • EDZ: All Activities
      • The Farm
      • Sojourner’s Camp
      • Outskirts
      • Trostland
      • Salt Mines
      • Maevic Square
      • The Reservoir
      • The Sludge
      • The Dark Forest
      • Quarantine Sector 236: Blackened Forest
      • Winding Cove
      • The Gulch
      • The Tunnels
      • Firebase Hades
      • Sunken Isles
      • Legion’s Anchor
      • Legion’s Hold
      • Legion’s Watch
      • Echion Vae
    • Titan
      • Titan Overview
      • Titan: Activities
      • Sinking Docks
      • Siren’s Watch
      • The Rig
      • Tidal Anchor
      • Solarium
      • Festering Halls
      • Arboretum
      • Chasm of Screams
    • Nessus
      • Nessus Overview
      • Nessus: Activities
      • Artifact’s Edge
      • The Tangle
      • Chamber of Stone
      • The Mists
      • Well of Echoes
      • Watcher’s Grave
      • Chamber of Water
      • The Cistern
      • Pools of Luminance
      • Well of Flame
      • The Anchor
      • Excavation Site VII
      • The Inverted Spire
      • Hallows
      • Glade of Echoes
      • EX-077 Command
      • Sunken Cavern
      • Well of Giants
      • Exodus Black
      • Chamber of Sky
      • Prodromus Down
    • Io
      • Io Overview
      • Io: Activities
      • Lost Oasis
      • Spine Burrows
      • The Rupture
      • The Endless Gate
      • Pyramidion
      • Terrabase Charon
      • The Wraith Mines
      • Warmind Vault JYS-2
      • Giant’s Scar
      • Excavation Site II
    • The Tower
      • The Tower Overview
  • The Bestiary
    • Overview
    • Cabal: The Red Legion
    • Fallen
    • The Hive
    • The Vex
    • The Taken
  • Weapons
    • Overview
    • Kinetic and Energy Weapons
    • Power Weapons
    • Exotic Kinetic Weapons
    • Exotic Energy Weapons
    • Exotic Power Weapons
  • Armor
    • Overview
    • Titan Armor
    • Hunter Armor
    • Warlock Armor
  • Trophies and Achievements
    • Achievements List
  • PS4 Exclusive Content
    • Strike: Lake of Shadows
      • Overview
      • Trostland and Maevic Square
      • The Reservoir
    • Crucible: Retribution
      • Overview
      • Locations and Match Types

Destiny 2 Guide › Campaign › 1AU

Sunside (1st Mission)

The Almighty

Enemies Encountered
  • Cabal: Legionaries, War Beasts, Incendiors, Gladiators, Psions
  • Cabal: Sub-Boss: Centurion
Objectives
  • Follow the fuel streams to the Almighty’s weapons systems (continued).

Cargo Corridor 1

Super: Optional

Grenades: Optional

Venture into a darkened rubble-filled chamber with a door up and right of you. Step to it, and it opens, revealing a Legionary and War Beast ambush. Step back and down so you have enough time to rake the War Beasts, then finish the Legionary before proceeding into the cargo corridor. Note the small platform ledges on each side of this relatively narrow corridor; tackle a couple of Legionaries and a Incendior, but don’t rush forward because there’s a Gladiator to deal with. Shoot him from range, ideally dropping him before he can cleave you.

Only then should you head down the shallow ramp, using the two central generators as cover and removing the remaining Incendior and a couple of Legionaries. Yellow explosive canisters are also helpful to shoot here.

Continue down the corridor to the window at the far end, showing the monumental power of the Red Legion’s ship. You’re now expected to head outside, with the full rays of the sun burning through your armor, and maneuver across the ship’s superstructure.

Exterior Superstructure

Super: Optional

Grenades: Recommended

Warning!: Restricted Zone

Sprint down the shallow and searing slope of the super-structure, stepping into the shadow of the scenery and heat shields to avoid being fried. Rush to the two larger shields, where you must engage (or ignore) a couple of Legionaries. Once you’re in shadow, start the fight.

To your right are two parallel bridge spans. From your elevated cover, shoot the Legionary duos on either span (or both), using grenades if necessary, then sprint across to the shadow of a large shield on the opposite side. Venture back up the slope, stepping into cover as you engage Legionaries streaming down from the exit door. Stay cool, and aim at their heads as you push forward. Stop at cover, ideally at the area in the middle where the heat shield and dome-shaped section of the ship are located.

Let the enemy come to you, using the dome to run around for additional cover (from both enemy fire and the heat). Then, sprint and jump onto the small platform with the exit door, running inside and out of immediate danger.

The Action is Heating Up

During your time moving across the exterior of the Almighty, you’re constantly taking burning damage until you find respite behind the ship’s heat shields or structures, anything that casts a shadow. Remain in shadow whenever you need to replenish your energy, and try to attack from these points. Minimize your combat with the Cabal outside of this cover, as you’re easily defeated due to constantly losing health.

Cargo Corridor 2

Super: Recommended

Grenades: Recommended

Warning!: Restricted Zone

Enter a similar cargo corridor to the one previously accessed, though you’re approaching from the lower ground end. Leap to the raised area halfway along the corridor, and watch three Gladiators drop into view, along with a trio of War Beasts, two Incendiors, and a couple of Psions along the back platform. The Gladiators are a real concern; blast any explosive canisters to weaken them, then train your weapons on the closest Gladiator, backing up where necessary. You can jump to a small high platform on either wall, but these foes can follow you there. It’s better to leap atop the generators in the middle of the corridor, and dodge while you drop the Gladiators. Or, use your Super and kill all three easily. Stay at the lower end of the corridor where the Psions can’t snipe you.

Deal with the Psions last. Shoot the canister on their platform as you boost up and tackle them at close quarters so you’re not sniping them from range (which takes too long). Then, climb the curved platforms around the massive chain to exit the chamber.

Another option is to charge immediately to the far end of the corridor, removing both Psions and then firing down on the Gladiators, War Beasts, and Incendiors from there or the chain platforms. Or, simply escape without clearing the room, but that’s more dangerous.

Cargo Corridor 3

Super: Optional

Grenades: Recommended

Warning!: Restricted Zone

At the top of the curved gantry platforms is access to a red-hued corridor entrance. Meet two Legionaries, a Phalanx, and a Gladiator here, using the scattered cover opportunities at the corridor entrance. Grenades or shotguns to drop the Gladiator are good ideas.

Then, step to the corridor entrance, aiming at the Phalanx’s shield, and back up as another Gladiator comes charging down. Deal with him, then Legionaries and another Phalanx and two Legionaries, making sure you don’t push down the corridor too quickly.

Main Grinder Chamber

Super: Recommended

Grenades: Recommended

Warning!: Restricted Zone

After some corridor and ramp maneuvering, you arrive at the huge main grinding chamber, with ore tubes linking this location to the weapons systems of the ship itself. From here, you can easily ignore all enemies and jump to the central part of the chamber (avoiding the grinder). Sprint along to the exit gravity tube ahead and to your right.

Sub-Boss: A more proficient use of your time is to clear the area first. Cabal forces are on the lower sections of metal flooring on either side of the grinder, so approach via the ramps. The recommended route is down the left gantry ramp, dropping through the hole in the lower gantry platform to floor level. Remove immediate Legionary threats, then destroy a couple more Legionaries, an Incendior, and a named Centurion emerging from a doorway in the far-left corner of this area. Remain steadfast, and drop the Centurion so you can turn and dedicate your subsequent ammunition to shooting incoming Legionaries and Psions using their jetpacks. Use the console wall and support pillars as cover. Then, you can tag Psions across the chamber from this cover, hitting them in the head before jumping over to finish any stragglers. Expect around a dozen Psions in and around the curved sunken gravity tube entrance, and then exit.

A Huge Mistake

If you head down the right gantry ramp from this chamber’s entrance, the Centurion that appears from the far-left area has time to boost across and start launching his cluster missiles, making him a little trickier to take down. It’s wiser to remove him by rushing his location using the previous recommended plan.

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