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Destiny Signature Series Strategy Guide
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Contents

  • Introduction
    • About Destiny
  • Field Manual
    • Welcome to Destiny
    • Your Character
    • Character Classes
      • TITAN
      • HUNTER
      • WARLOCK
    • Combat
    • Vehicles
    • Builds
    • Equipment
    • Customization
    • Inventory
    • Progression
    • Difficulty
    • Navigation
  • TOWER
    • About The Tower
    • A Guardian Rises
    • Overview
    • Tower Plaza – Tower Watch
    • Tower Plaza – Hall of Guardians
    • North Tower
    • Tower Hangar
    • Tower Plaza – Traveler's Walk
    • Bounties
  • EARTH
    • Overview
    • Restoration
    • The Dark Within
    • The Warmind
    • The Last Array
    • STRIKE: The Devils' Lair
    • PATROL: Patrol The Cosmodrome
  • MOON
    • Overview
    • The Dark Beyond
    • The World's Grave
    • The Sword of Crota
    • Shrine of Oryx
    • Chamber of Night
    • STRIKE: The Summoning Pits
    • PATROL: Patrol The Moon
  • VENUS
    • Overview
    • A Stranger's Call
    • Ishtar Collective
    • The Archive
    • Scourge of Winter
    • Eye of a Gate Lord
    • STRIKE: Winter's Run
    • STRIKE: The Nexus
    • RAID: Vault of Glass
    • PATROL: Patrol Venus
  • MARS
    • Overview
    • Exclusion Zone
    • The Garden's Spire
    • The Buried City
    • A Rising Tide
    • The Black Garden
    • STRIKE: Cerberus Vae II
    • STRIKE: Dust Palace
    • PATROL: Patrol the Buried City
  • Codex
    • About the Codex
    • The Fallen
    • The Hive
    • The Vex
    • The Cabal
  • Armory
    • Overview
    • Weapons
    • Weapon Stats
    • Weapon Mods
    • Mod Descriptions
    • Mod Lists
    • Weapon Tables
    • Weapon Drop Locations
    • Weapon Charts
    • Mod Stat Charts
    • Handling Charts
    • Inventory Charts
    • Magazine Charts
    • Range Charts
    • Velocity Charts
    • Reload Charts
    • Stability Charts
    • Recoil Patterns
    • Armor
    • Armor Mods
    • Exotics
  • Crucible
    • Overview
    • PvP Combat
    • Game Modes
    • General Game Mode Advice
    • MAP: Anomaly
    • MAP: Asylum
    • MAP: Bastion
    • MAP: Blind Watch
    • MAP: Burning Shrine
    • MAP: Exodus Blue (timed PlayStation exclusive)
    • MAP: Firebase Delphi
    • MAP: First Light
    • MAP: Rusted Lands
    • MAP: Shores of Time
    • MAP: Twilight Gap
  • Expansion I: The Dark Below
    • Introduction
    • Missions
      • Overview
      • Fist of Crota
      • Siege of the Warmind
      • The Wakening
      • Ritual of Sacrifice
    • Eris Morn Quests
      • Disciples of Crota
      • The Urn of Sacrifice
    • Strikes
      • STRIKE: The Undying Mind (Timed PlayStation Exclusive)
      • STRIKE: The Will of Crota
    • Eris Morn Bounties
    • Crucible Maps
      • Skyshock
      • The Cauldron
      • Pantheon
  • Trophies & Achievements
    • Overview
    • Specialization
    • Gear and Vehicles
    • Kill Enemies
    • Strikes and Raid
    • The Crucible
    • Patrol and More

Destiny Signature Series Strategy Guide › Expansion I: The Dark Below › Strikes

STRIKE: The Undying Mind (Timed PlayStation Exclusive)

STRIKE: The Undying Mind (Level 20) (Timed PlayStation Exclusive)

Level 20 Strike / Meridian Bay, Mars

Enemy Races: Vex

Suggested Damage Type: Void

Reward: Armor Upgrade

Objective: Find The Undying Mind

Location: Meridian Bay, Mars

Moving forward up the steps, the Guardians will enter the first phase on the Strike against multiple waves of Goblins, Minotaurs and Hobgoblins.

Once the initial wave is defeated, a second wave of Vex enter the fray, this time with added Harpys and greater numbers. Eliminate the Vex from the entrance area, then use the entrance as cover to destroy the remaining enemies. The third wave spawns with two Hydras, as well as an onslaught of other Vex minions.

Vex Headshot

Shooting the Vex in the head area will not cause critical damage; in fact, it may cause them to be more aggressive!

Objective: Reach the Mind

Next, scavenge for some ammo before continuing on to The Undying Mind. Head directly across from the entrance and follow the hallways. After a brief run, you will be fighting Vex up a long staircase.

Objective: Eliminate the Precursors

At the top of the staircase, the guardians will be confronted with a new type of Vex--the Precursor and Depraved Goblins and the Precursor Minotaur. These foes are stronger than the standard ones and more aggressive. Stay behind the center column for this fight to force the Vex to attack one by one, rather than facing them all at the same time.

After the initial wave is history, the hallway previously blocked by a forcefield will open, spawning more enemies as well as some Precursor Hobgoblins. Near the top of the steps, look out for a large Harpy called the Divisive Oculator. The Divisive Oculator can lob large orbs of energy, so take cover while eliminating lesser enemies before taking it on. Aim for the eye!

Objective: Fight to the Mind

With the Divisive Oculator defeated, the Guardians will no longer be in a Darkness Zone, but this doesn’t last for long. Heading up towards the defeated Oculator’s remains, defeat all the Vex and continue to the left towards the outside. After that short fight, the Vex will not appear until just before the final battle. Use this time to use an Ammo Synthesis, if needed.

Just before contact with the Vex, the Guardians will enter a Darkness Zone. This battle takes place just outside the room that will soon contain The Undying Mind. Eliminate the Goblins and Minotaurs, then enter the next room. Once the portal on the far side of the room activates, it spawns two Goblins at a time for a period of time until a pair of Minotaurs emerge from the portal.

When the Minotaurs are defeated, the portal will begin to pulse and The Undying Mind will begin to summon. Spread out to different sides of the room, reload your weapons, and prepare to fight!

The Undying Mind has three rotating shields that cannot be disabled, but it also has three vulnerable openings. Have one Guardian attempt to inflict damage at all times. When the Mind appears, it will spawn with a small number of Goblins and Hobgoblins.

When The Undying Mind reaches approximately 50% health, a wave of Precursor Vex will be summoned on all sides of the room. This is a good time to use a Super to quickly dispatch the enemies and return focus to The Undying Mind. Another wave of Precursor Vex will materialize as The Undying Mind reaches about 20 to 25% health. Once the final wave of Vex is eliminated, all that stands between the Guardians and victory is The Undying Mind. Eliminate it and claim your reward!

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