Prima Games eGuides
primagames.com Browse Redeem a code Help
Destiny 2 eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

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 › Utopia

Festering Halls

Seas of Titan

Enemies Encountered
  • Hive: Thralls, Acolytes, Knights, Wizards, Shriekers, Cursed Thralls
  • Hive: Sub-Boss: Garmurg (Ogre)
Objectives
  • Find an access terminal (continued).
  • Find a CPU.
  • Escape!
New Actions to Learn
  • Gathering Cores
  • Driving: Construction APC

Festering Halls Forecourts and Lobby

Super: Optional

Grenades: Optional

Warning!: Restricted Zone

At the screened terminal by the oval-shaped door, plug in Ghost, and wait for the entrance to slide open. Drop down into the dark and sunken inner forecourt, with evidence of Hive nest-building in the vicinity. Don’t venture up the wide set of steps that spans the entrance until you’ve dealt with around a dozen Thralls that charge you. Stay mobile, and back up while blasting their heads.

The four Acolytes that subsequently appear (and a Knight) are easily dealt with if you’re not dodging Thralls trying to maul you. One of the Acolytes is a toughened Revenant Acolyte variant and should be a priority target, along with the Knight. It dies with a headshot or two just like its lesser brethren.

If you’re concerned about giving the enemy the advantage of attacking from the top of the steps, rush the far-left side until you’re at the same height. Use the pillar as cover before mowing down your foes. Strafing and accurate headshots easily deliver killing blows to the Hive, no matter where you are.

One of the Acolytes may have retreated into a darkened adjacent lobby. Don’t follow it in until you’ve neutralized previous foes, as this lobby area has two additional Acolytes and a Wizard. Solar Energy weapon at the ready, concentrate your firepower on the Wizard first. Circle-strafe around the central pillar for cover, and remove the Wizard as a threat before the Acolytes fall to your hands (or guns).

The only way is down, dropping through the floor the Hive have eaten away at to a lower corridor with a Knight at the far end. Venture too far, and you reach a corridor lit with an orange glow. A half-dozen Thralls are charging your way and a Shrieker is ready to rake you with multiple void projectiles, along with another four to six Thralls. Step back, and tackle each foe type one at a time. Drop the Knight before reaching the start of the orange corridor. Then, step back and shoot the Thralls before they reach you. This only leaves the Shrieker.

Step out from left to right by the corridor entrance (where the wires are hanging down), deliver serious damage into the Shrieker, and retreat back if Thralls arrive. Strafe right, then left as you whittle down the Shrieker’s energy.

Main Hall

Super: Recommended

Grenades: Recommended

Warning!: Restricted Zone

Turn right at the location of the deceased Shrieker, and look down. Below is a main hall, now covered in grotesque Hive nesting materials. Before you descend down there, drop the four Acolytes. Then, watch for a couple of Cursed Thralls. When you reach the slight hump in the middle of the hall, look to the right and catch them before they explode at your feet. Around

four more Acolytes are milling around their nests, with a ramp on the right leading to a raised corridor where three Knights reside.

You can use the revolting secretion scenery to hide behind, taking long-range headshot opportunities at the Acolytes and Knights as they present themselves. Check left and right to ensure no foes are incoming on your flanks. The biggest problem is the barrage of projectiles from the Knights’ weaponry, which can badly wound you in seconds. It’s a good idea to charge up the right ramp onto the raised corridor with a pillar for cover, and dart left and right while targeting headshots on the remaining foes from mid to closer ranges. Or, lay waste to everyone using your Super. You may want to keep your Super handy for the next fight, however!

Main Hall Sub-Boss

Super: Optional

Grenades: Optional

Warning!: Restricted Zone

Sub-Boss: Take a moment before dropping down from the raised corridor where you fought the Knights. There’s a particularly ferocious foe you may not have encountered before, a named Sub-Boss Ogre, Garmurg! Though its powerful close-combat ground slam can seriously damage you, the massive beam of energy from its almost-continuous eye blast can kill you in a couple of seconds. This foe is also joined by around four to six Thralls, making combat even trickier.

However, if you sidestep left around the main (gigantic) pillar and quickly deal with the Thralls, you can use this vertical cover, sidestepping out to shoot Garmurg in the “head” before seeking cover to replenish the damage you took. Try for some free hits as the Ogre climbs out of its hole. Keep circling the pillar and attempting direct and strong hits on the head until the Ogre falls, or just flee the chamber and drop into the shaft ahead. This is feasible without needing to use your Super, although that’s also a good idea.

Festering Halls Descent (to Core Chamber)

Super: Not recommended

Grenades: Not recommended

After the Ogre, peer down the shaft it climbed up from, then leap to the far wall, dropping down and use your Movement Mode just before you land on the narrow platform at the door entrance below. Head down the connecting corridor to another shaft and execute the same jump, boosting just before you land on another tiny platform at a doorway. Traverse another short corridor to a third shaft. This one has a low railing and a blinking light illuminating a narrow ledge opposite the entrance. Carefully step to the lit ledge, turn around, look down, and fall off, using your Movement Mode to land carefully on the orange-lit ledge and lowest doorway.

Enter a maintenance corridor with evidence of Hive activity. Shoot the secretion preventing you from descending down, then drop into a sloped maintenance corridor. Shoot or melee the grating at the far end, then maneuver into a long duct. Ready yourself for a couple of Thralls when the lighting turns from orange to grayish-blue. Continue down the corridor, drop down again, and proceed a second time to a dark and waterlogged canal-like corridor with more Thralls and a Hive opening to your left.

Melee strike the secretions and follow the narrow Hive tunnel that opens to another maintenance duct, allowing you to drop down and shuffle toward a blue light. Drop down yet again (crouching and sliding is necessary) to a pipe duct leading to an open floor grating.

Drop through the floor grating, and land in the Festering Halls core chamber. A bottomless chasm surrounds you, so carefully maneuver to the quantic core repository, then gather it up. Hive forces are woken at this point, and because you need both hands to carry the core, you have little choice but to depart through the circular doorway. Time to escape!

Festering Halls Escape

Super: Not recommended

Grenades: Not recommended

Vehicle Available: Construction APC

Warning!: Restricted Zone

Dash up the stairs away from the Acolytes, and access one of the parked APCs. Your escape is now much less fraught but just as entertaining. The APC has no offensive capabilities in terms of weaponry, just good old-fashioned ramming and crashing! Keep an eye on the damage your vehicle is taking (at the top of your HUD), and accelerate hard. Crash through the Hive columns blocking your path, and drive into a massive cavern. This is one of many Hive tunnels that you must traverse, so simply run over the foes and keep your momentum going. You don’t want to stop to try to kill everything, as that heightens the chance that your APC will take catastrophic damage.

Instead, press forward, hitting Acolytes, Knights, Thralls, and Cursed Thralls with the front of your vehicle, along with any nests you don’t want to avoid. Of the foes attempting to slow you, the damage from the Cursed Thrall’s explosion can be of moderate concern, so avoid it, swerving into as few Cursed Thralls as possible. Head through tunnels, across a bridge, and into a hallway, knocking down Cursed Thralls. The main hall also holds a Shrieker, which is only a concern if you’re crazy enough to get out of your vehicle to mop up stragglers by hand. Then, it’s back into a Hive tunnel before finally exiting to an elevated roadway, where Amanda Holliday arrives to extricate you just in time.

On Foot Antics

Can you escape on foot? No, you need the APC to break through the Hive column tunnel entrances and survive the dozens of foes in the vicinity. Can you get out of your vehicle in each area and start slaying everything on foot? Yes, but you’re easily overwhelmed, although those seeking a real challenge could try this plan. Once your Super is spent, the sheer number of enemies becomes a problem, so take extra time when clearing each tunnel section. Or just use the APC!

Keep reading with a free account

The first 3 sections of Destiny 2 are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousAccess Terminal NextOverview