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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 › Riptide

Tidal Anchor

Restricted Zone

Enemies Encountered
  • Hive: Acolytes, Knights, Acolytes, Cursed Thralls, Wizards
  • Fallen: Dregs, Vandals, Exploder Shanks, Captains, Wretches, Tracer Shanks
Objectives
  • Restore shipyard power (continued).
  • Fix the wave energy converters.
  • Flip the circuit breaker.
New Actions to Learn
  • Disarming Motion Traps

Sunburst Rig: Wave Converter Control Room

Super: Optional

Grenades: Optional

Warning!: Restricted Zone

Enter the Restricted Zone, and help a group of Fallen Vandals and Dregs mow down a cluster of Hive Acolytes before turning your weapons on the Fallen. You can just catch a Fallen ship taking off from the exterior seas through the window of the control room you’re assaulting. Sidestep left, and concentrate your fire (and melee) on any nearby Dregs. Then, quickly react to and shoot at the Exploder Shanks; these floating bombs need to detonate and wound the Fallen in the vicinity, rather than you. Make them priority targets.

Stay back from the circular doorway and “Bay 03” pillar until you’ve neutralized the immediate threats before heading forward and tackling a Fallen Captain flanked by two Vandals. With the closest threats gone, access the “golden age console” so the wave energy converters can start to restore power to the main base. Alas, two of the converters didn’t start. Your objective now is to manually bring them online.

Sunburst Rig: Machine Corridor (Lower)

Super: Optional

Grenades: Optional

Enter the door that opens, and carefully navigate the dark stairwell. There are two areas of concern, the first of which involves three motion traps that trigger when you move close to them. These can damage and slow your movements. Shoot them before they activate (they have a red diode and look like round mines) or just after they activate, before the small floating “ball” bomb expands. Alternately, rush through so they activate behind you. This latter plan isn’t the best because the ground below the gantry is too toxic to stand on and will kill you.

Instead, make slow progress down to the stairwell door. When it slides open, surprise a Dreg and a Wretch attempting a manual door opening by quickly removing them as threats. Then, head down the stairs (the door they were prying open is inaccessible).

It seems the Hive have made themselves at home at the bottom of the stairwell, though you can still see out into the methane ocean as you enter the lower windowed corridor. Before stepping into the corridor, remove Dreg threats and shoot the two Exploder Shanks before they invade your personal space. Step out and look left: two Vandals and some milling Dregs are in this open corridor area. You can tackle them head-on, sneak between the windows and machine platforms in the middle of the corridor and outflank them, or land atop the platforms and use them for their height and cover advantage.

Step up to the connecting corridor room filled with laser traps. Then, step back and shoot at any of the small cylinders on the ceiling or ground. The entire mesh of lasers is activated, and the room detonates. Pass through, then drop down the large circular hole, boosting just before you land so you don’t crash.

Sunburst Rig: Red Deck (Lower Exterior)

Super: Optional

Grenades: Optional

Warning!: Restricted Zone

Dangerous Jumping Ahead!

From this point on, it’s worth understanding that your class-specific jumping prowess will be put to the test. For the immediate area, watch your head, as you’re easily able to hit the roof of the deck platform you’re on and fall short. Later on, you have some adept maneuvers to land that involve very precarious and broken gantries. Take it slow and steady so you don’t plummet into the methane ocean.

Immediately destroy the two Shanks floating between you and the farther section of red gantry platforms. In the distance are two new Tracer Shanks, as well, and the strength of their Wire Rifle is almost as damaging as a sniper bullet. It’s important to dodge this fire and make them priority targets, and you can try sniping all airborne foes from the initial platform. The half-dozen Dregs and a Vandal are more of a nuisance.

Step through the open hatch to your left, ignoring the revolting worm but concentrating on the motion trap. Destroy it before it activates, or you’ll be slowed and become much more of a Tracer Shank target. As the gantry splits into two parallel platforms, take the right-side one so you can work your way forward and then left to mop up the last Tracer Shank. Slow and steady takedowns are worth attempting here.

Bridge and Tower 01

Super: Optional

Grenades: Recommended

Warning!: Restricted Zone

Head to a precarious narrow bridge leading to a large tower (marked “01”) connected to a couple of the massive energy converter arms. This span has four Shanks, a couple of Vandals and some Dregs on the bridge, and a Captain at the far tower platform. Concentrate on taking down the four Shanks first. You don’t want to be spinning around, looking up, and dodging Shank fire when you’re on the bridge, as you can easily fall. Instead, tag them from range, then start your bridge assault.

Lob a grenade if you want, then drop the Fallen infantry (Dregs, then Vandals) from closest to farthest threats. The wall-like bridge support clamps on either side make reasonable cover, though grenades can easily land near you. Remaining stationary is not advised. As you head up the far side of the bridge, a force of Hive foes led by a Knight attacks the Captain (if you haven’t slain him yet). Of greater concern is a cluster of Cursed Thralls; they are charging straight at you, and although they shamble at a slower rate than normal Thralls, they will explode on contact!

This is the prime opportunity to lob in a grenade from a launcher or your ability. The Cursed Thralls are just like their lesser brethren but more explosive. This is highly dangerous for you at close quarters (retreat!), but it’s just as problematic for the enemy at range. Make use of this foe’s explosive qualities and ensure that the grenade or accurate headshots strike a Cursed Thrall so a group explodes, ideally wounding the Knight and Acolytes in the process. One shot at a Cursed Thrall usually causes a chain reaction that destroys all of them. Then, rush the tower, running around the perimeter into and out of cover, and remove the Acolytes and Knight.

Aargh! I’m on Fire!

Do you see those fireball-shaped objects being lobbed by the Acolytes at the far end of the bridge? Those are incredibly problematic because they land and start a raging fire that can cause continuous damage even after you’ve moved away from it. Leap the fire, avoid getting struck by it, and keep an eye open for these attacks. As you have limited maneuverability on the bridge, elect to retreat and tackle these foes from range. Or, execute a Movement Mode and head in to slay them with extreme violence, hopefully without being overwhelmed. Mop up Acolytes before taking on the Knight for these reasons. For more information on Notifications, consult the Field Manual chapter.

Aargh! Come Face My Ire!

If you’re having difficulty with this section, you may want to try the following plan. When there are only a couple of Vandals and the Captain left, move between the third and fourth set of bridge clamps. Focus your gunfire on the Acolytes and Knight, tagging them as they rush in so they have little time to establish themselves. Shrug off a bit of damage, then aim at a Cursed Thrall before the cluster of them manages to head down the steps. The Acolytes are too close to use their burn attacks, and the exploding Thralls kill off everyone.

Bridge and Tower 02

Super: Optional

Grenades: Recommended

Warning!: Restricted Zone

A second bridge links Tower 01 to Tower 02. Initially (and suspiciously) devoid of foes, the enemy soon appears as you reach the middle of the bridge. A host of Cursed Thralls blinks into existence behind the support clamps, and more pour down from the steps to Tower 02. Normal and faster-moving Thralls are also part of this horde. Back up just a little, and shoot the closest Cursed Thralls you can see. The trick is to burst open a Cursed Thrall so it detonates and takes a group of others with it. Keep this up with quick and accurate headshots, and you can down both types of foe. If any Thralls get through, melee attack them and back up a little.

Force yourself forward, where a group of Acolytes and a Knight appear. If you’re in the center of the bridge or farther from them, the Acolytes use their fireballs, which can cause no end of problems. If you’re not sniping from long range, take a chance and charge up the bridge and into Tower 02, lobbing a grenade at the Knight as you reach the last bridge clamp. It’s worth taking a couple of hits as you rush the tower instead of shrieking as you’re coated in magical fire! When you reach the tower, use the walls as cover, and the fighting becomes much more straightforward.

Tower 02 to First Convertor Tower

Super: Not recommended

Grenades: Not recommended

From Tower 02, you have the precarious route across a partly destroyed covered bridge (though you’re moving along its roof) to the twisted gantry ledges of the convertor tower. Perform a quality jump, then leap up the gantries and into the secretion-coated doorway. Head up the inside of the tube-shaped tower, shooting (or melee striking) the revolting Hive spittle coating on the central mechanism. Then, continue up and out. That’s the first converter good to go!

First Convertor Tower to Tower 03

Super: Not recommended

Grenades: Recommended

Exit the top of the converter tower tube, and gaze to your right. You must now carefully traverse the remains of a cable bridge leading to Tower 03. Use the sections of the broken bridge as platforms to descend onto; you want to enter Tower 03 at the opening directly below the remains of the covered bridge above it. As you arrive, repel a Knight and three or four Acolytes. A quick grenade into the hide of the Knight can really help remove it as a threat.

Tower 03 to Second Converter Tower

Super: Optional

Grenades: Recommended

Face toward Tower 02, run along the section of cable bridge, and then leap up to the half-destroyed gantry above it. You haven’t reached Tower 02; instead, turn right, and face the second converter tower (with the two gigantic buoy-shaped generator arms on either side of it).

Leap the two gaps in the gantry bridge, and prepare for another four Acolytes and a Knight as you reach the platform attached to the tower. Lob in a grenade or use your Super to make short work of the Hive foes. Otherwise, make use of the cover afforded here, and keep running and gunning.

With the coast temporarily clear, enter the converter tower, descend down the tube-like interior, and remove the secretions from the central piston mechanism, just like before. That’s the second converter fixed! Now to flip the circuit breaker and bring this entire base online.

Second Converter Tower to Tower 02 Roof

Super: Recommended.

Grenades: Recommended.

Warning!: Restricted Zone

The circuit breaker is on the roof of Tower 02, so naturally, you’ll need to nimbly leap a series of gaps as you maneuver across the remnants of a gantry bridge from the converter tower. Jump left slightly as you reach the tower exterior, landing on the gantry steps. Head up and around to a host of problems, not least the screaming, banshee-like wail of two Hive Wizards!

There’s not one, but two Wizards on this roof platform, and that’s not including a small horde of Thralls, and some Acolytes. This is a particularly tricky fight to win, so quick thinking and taking cover are the best overall plans.

As you round the corner from the gantry platform, start by focusing your attention and firepower on the Wizard directly in front of you. Shoot it with a Solar Energy weapon, and continuously batter it with gunfire until it dies before even worrying about anything else (you don’t want it to recharge its shield). The foe is close enough for weapons like sidearms or shotguns to be most effective on it. Then, sidestep right into the hiding area behind the secretion-covered crates. As you step into cover, lob a grenade at the Acolytesand Thralls milling around in the middle of the roof.

Did That Wizard Comefrom the Moon?

No, it was mostly likely summoned from another dimension, but your greater concern is dispatching the two of them with extreme prejudice. Wizards are airborne foes, making weapons that strike the ground (like grenades) far less potent, unless they’re sticking to the Wizard. Furthermore, the Wizard has a Solar Shield, meaning that a Solar Energy weapon is preferable when removing this protection. Try not to stop firing at the Wizard until it is defeated. Its shield recharges a few moments after the Wizard isn’t hit anymore, just like a Fallen Captain. With this in mind, you must assess whether to clear out other foes first (who might stop you from fully committing to killing a Wizard), or shrug off all attacks and focus all your firepower on a Wizard.

As for the Wizard’s attacks? The orbs must be sidestepped, and the poison cloud it unleashes when wounded stepped away from. (You don’t want to be constantly impeded with poison damage in addition to everything else!) The lack of clarity of vision through the cloud doesn’t prevent your weapons from damaging the Wizard, so keep on firing!

After you clear the remaining Acolytes from the roof, a group of Thralls appears, along with more Acolytes. Keep one of the previous Acolytes alive and shoot the second Wizard from cover, or charge its location on the raised area of the roof ahead of you. Demolish the Wizard before seeking cover atop the raised area or back behind the crates where you initially hid. Another option is to rush the second Wizard’s location and tackle it from close quarters, which is good if you have more potent close-combat weaponry.

Stay mobile, and aim for any Thrall stragglers.Target the regular Thralls as a secondary concern, melee striking them if they finally reach you. With only five or six remaining Acolytes left to worry about, you can take a little time to recover behind some scenery. Then, remove Hive threats as you see them.

Other options include backing up around the initial gantry steps and taking on foes one at a time. You can also launch grenades (from a launcher) into the fray to soften up your targets. Aiming down the sights at the far Wizard is recommended, but staying motionless or just behind the initial cover is not. Scamper along the left side of the roof to where the circuit breaker is. This is also by far the best time to use your Super, concentrating on dispatching both Wizards while you use it; anything else is a bonus.

When the mayhem is over, shoot the Hive secretions off the circuit breaker and flip it, restoring power and completing the mission.

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