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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 › Strikes › Exodus Crash

EX-077 Command

Restricted Zone

Enemies Encountered
  • FALLEN: Dregs, Wretches, Vandals, Overcharge Shanks
  • Boss: Thaviks the Depraved (Marauder), Servitors, Marauders, Captains
Objectives
  • Fight to the source.
  • Destroy the Shanks.
  • Kill Thaviks the Depraved.

Dark Platforms

Super: Recommended (one player)

Grenades: Recommended

Variations: Vex Harpies and Goblins appearing

Prepare for the violence and intensity to be ratcheted up a couple of notches as you enter the near-complete darkness of a dome-shaped interior chamber after navigating a narrow and fiery entrance.

Ditch the Pikes if you still have them, and battle Fallen ahead and above you. This chamber has several hanging platforms you must jump across in order to exit. Fortunately, there are only Dregs, Wretches, and Vandals to worry about in here. Climb the gantry steps, then look for the narrow orange lights indicating a platform above you in the dark. Leap these stepping stones, defeating any foes on each subsequent platform, ideally using a close-range assault weapon like a shotgun. A teammate can remain at ground level to snipe from distance to cover you, if you’re having trouble. When you reach the connecting tube passage that exits, wait so all three of you can head into the Boss chamber together.

Dark Platforms (Boss Battle)

Super: Recommended

Grenades: Recommended

Variations: Toughened enemies and Boss, increased number of enemies.

Boss Weak Spot: Head

Stand atop the chasm chamber, and snipe the Overcharge Shanks down below. Notice how they are electrifying the platforms? This is a key problem to overcome during the ensuing battle with the Fallen leader, as you are damaged and slowed if you wade through this electricity. For the moment, blast all Shanks before dropping down, remembering that there’s a bottomless chasm below you.

Boss: The source to be fought is a larger Captain-sized Marauder Boss named Thaviks (and his Overcharge Shank minions), and he’s particularly troublesome. He’s fast and can scurry away or charge you in seconds. He has a highly damaging shrapnel launcher, so make sure your dexterity and jumping are on point, especially during closer altercations. He also has a cloaking device. Look for the shimmering blue of his form and attack accordingly; there’s no reason to let him remain untouched because this simply elongates an already fraught combat. Finally, he attacks with melee strikes if you’re close enough and during the latter part of the battle, so expect a quick death if you don’t back up.

As you might expect, your initial task is to remove the first third of the Boss’ health. Concentrate all your team’s firepower and launch one Super to effectively remove this health as quickly as possible. Unless Shanks and Vandals invade the entire platform area, have at least two of your teammates make this a priority action. The third player should check the various pods and other entrances around the perimeter of this arena for incursions of Overcharge Shanks and electrified floors. The floors can really stop you in your tracks (literally, they slow you down). Using your Movement Mode to go over them, landing on precarious scenery so you aren’t struck by the electrified floor, and staying away from those areas while removing Shanks as quickly as possible are all good ideas.

For the first third of his health, Thaviks fights from the far end of the room. He teleports out of the arena every 10 percent of health he loses, and comes in by the shank spawners with refreshed camo (it does not regenerate like normal).

At 30 percent of his health gone, Thaviks retreats and waits for the minor combatants to be killed. Thaviks then switches to the entrance side of the room, spawning enemies, shanks, and teleporting from there.

At 40 percent, Thaviks retreats again and waits for all enemies to be killed. Then, he enables all 4 shank spawners, and will teleport in by any of the 4 - this time, with blades instead of a shrapnel launcher.

The last part of the battle involves Thaviks being even more aggressive in his melee capabilities and Overcharge Shanks electrifying more of the arena. Your plan here remains unchanged from earlier, though it helps to attack from multiple angles. Have teammates with one or two Supers ready to inflict a deadly amount of damage until the Fallen foe finally drops.

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