Destiny is known for many things, with raids being the most notable. These tricky missions involve weird mechanics, unique situations and offer an experience typically seen in more traditional MMORPGs. Earlier this week Leviathan released in Destiny 2, bringing a whole new series of challenges. While some guardians have risen to the challenge, others fall short. This could be a number of reasons, but most likely someone is doing something wrong, so this is how you conquer every section.
Even though the raid recommends 270 light, you probably want to be closer to 280. Those below can do it, though it will be a lot harder, especially if you’re not the best with directions. As for weapons, you want strong range weapons, such as a scout and/or sniper, plus the exotic Merciless. Nighthawk is an amazing exotic for Hunters, who can get a lot of value out of Gunslinger. Outside of this, it really doesn’t matter.
Since the raid doesn’t follow a linear sense of difficulty, certain sections are harder than others. In my honest opinion, the raid breaks down like this:
- Final boss
- Pleasure Gardens (Dogs)
- Royal Pools
If you play with stronger people who know the tricks for the dogs, I would say that actually becomes the easiest area. Also, without this guide or knowing the tricks, the dogs is probably harder than the final boss.
Gate Opening Segment
The raid has four sections, divided by different gates. After finishing one section, players need to collect keys from large Cabal, bring them to the gate and open the door. The best way to do this is to send two to get the key and have the rest defend. A Hunter with Orpheus Rig can make this really easy. Outside of that, look for Psions with a shield around them. When you see them, simply melee for the kill. Finally, if a Cabal gets the key, you need to restart, but it’s pretty stress free.
The Royal Pool section is pretty straightforward, but it can be hard to do. The basic idea is to have three people on each side. Two go to the middle, with one player going to a plate with an orb on it. Upon finding your starting place, have everyone get the orb at the same time to start it.
Once the event has started, which is indicated by the chains in front of the plate moving, the people in the middle need to go to one of the two sides. It doesn’t matter which, so don’t be afraid to go to the weaker player first. Once the person from the middle reaches one of the sides plates, the person on the plate can go to the middle, get the orb and then go to the opposite side. From there, the third person goes to the middle for the orb and goes to the other side. This continues until the lanterns spawn, which is indicated by a sound and thing worm looking things appearing by stopped chains.
At this point every player needs to go to the middle and get ready to attack the lanterns. Two players will fight adds, as the other players attack one of the sides lanterns. Once all three are destroyed on a side, clear adds and then get in starting position. Repeat the previous steps two more times to finish the section.
This might take some time to get use to, though it’s pretty easy. The only other things to remember is players need to remain on a plate, though they can get off a little early to maintain good time and there is a time limit to get to each side. This is important to note, as someone can die if you take too long and if you miss the one in the middle, something that will be consumed for a brief period if someone else gets there first, yours won’t reset and you’ll die. Finally, large enemies spawn out of the pools by the chains. Try to kill them, but if you need to swap, just leave. You’ll likely run out of time and cause everyone to wipe if you don’t run fast enough, so don’t let that happen.
Pleasure Gardens (Dogs)
For many this area is the hardest, but it’s deceptively simple. Start by killing the adds and then assigning locations. There are six dogs, one for each guardian, that go to six specific locations that are next to the flowers that glow during this section. These locations are the two to the left of where you enter, with one being to the right, another being in the broken tree towards the middle and the final one being to the right of the entrance. Please note, all directions are the opposite from the direction of the safe room looking out. If this is confusing, I strongly suggest alerting the dogs, seeing where they run, calling that location and then running there during damage phases.
After figuring out where everyone is going, select two people who’re comfortable jumping around and looking for the glowing flowers that need to be shot, along with the cabal that spawn after someone collects spores. Of the four remaining players, select someone to be the leader, who will guide the others. The guide is the hardest part, at least with my method, as it requires more memorization than actual callouts, making it easier if you know the mechanics and harder if you don’t.
As for the actual section, two crystals will spawn when all the enemies die, which the two people shooting the flowers need to pick up. The remaining four wait under the gold statue, where the floor will open starting the activity following the two crystal holders picking them up. Try to wait a second before jumping or falling down, as there is a brief moment where the dogs can be alerted.
When the four fall down, pick up one of the balls and look for glowing flowers. There should always be one near the safe room. If the flower is on the left, you can quickly run there and run back to the safe room. However, on the right you need to wait until the dog passes by. The leader can watch the dog from around the corner of the rock and move when it starts walking the other way.
From there, the next one can be found on the opposite side. So if you started left, it’s back right and for right it’s mid/far left. To get the right one, just run from the left to the other side, take a left immediately, move against the rock, enter the crack, look for a small opening in there to get to the other side and then wait. When the dog on the right starts moving the other way, it’s basically safe to get the flower. For those starting on the right, go back into the safe room, wait for the dog to move away from the tree, go into the tree and wait until the person above says it’s clear.
The next one should appear someone on the same side you’re currently on. Ideally right will get the one in the rock, as you can just walk there and left appears by the safe room, which can be obtained as soon as the dog walks the other way. Anything after this needs to be called out, though three is enough to two phase this with okay people and one phase it if you’re strong/have good guns.
I strongly suggest trying to get empowering spores above 36, as 48 makes it easier to one phase it and 60 is practically a guarantee, though it depends on your teammates. Even if most can do it at 48, if one can’t, the fight continues or the group wipes.
Anyway, as for the actual fight, at some point one of two things will happen. Either someone will alert the dogs or your timer will run out and the dogs will start howling. When this happens, go to your location and damage the dog. The ideal is one third, but 50 percent is fine. Some like to get them a hit before death, which is bad. Not only does it increase your chances of dying, every dog that dies decreases your time to get empowering spores, making it harder to end the fight.
After about 38 seconds or four howls you’ll die, so don’t spend more than three howls/30 seconds trying to do damage. If everyone is aware of this and doesn’t die to the war beasts, something that can easily cause a wipe, the steps above can be repeated for another phase to win. Please note, if things go wrong, you have a total of four phases to win the fight. Three where you can hide in the safe room and one where it’s locked, meaning you should have ample chances to win, provided no one does anything stupid.
The Gauntlet might be the easiest part of the raid, though it’s also pretty easy to mess up. Start by assigning two runners and four people for specific plates. Runners have the hardest job, though it isn’t that hard, with the whole difficulty coming from the last section. But, before we talk about the end, let’s work on getting there first.
When you figure out who is going where, it’s time to assign roles. When the runners enter the other location, they’ll see a wall, similar to Double Dare or Wipeout, with nine holes and an icon before it. Their job is to call out the icon and where the single red hole is. So if one of the three holes in the middle is red with the dog icon above it, you’d say middle dog. Two people on the outside need to shoot the other two arrows, meaning someone shoots the top one and another does the bottom. For this reason, assign shooting locations to each side. So if you’re dog, you’d shoot bottom and the person on the opposite end will do the same, with those to each of your side shooting top.
Upon hearing the location, the person in front of it will shoot their designated location, with the one to your left (their right) are in charge of shooting the other one. It should work out to something like the chart below:
- Chalice, Dog – Top
- Dog, Sun – Bottom
- Sun, twin swords/axes/whatever – Top
- Twin swords/axes/whatever, Chalice – Bottom
Once this is all sorted, start the event by stepping on the pads. The idea behind this section is pretty straightforward. Fight adds until an Imperial Centurion appears. This will occur when a horn sounds and signals its time for people to run.
The orbs should appear at dog and twin swords/axes/whatever, meaning each rotation will start there too. When the person calls them out, if they’re hit correctly they’ll turn green and an orb will appear somewhere. Get the orb and keep moving if you’re the runner. Those on the outside will see a psion, if the location you shot was where you’re standing, that you need to melee, followed by shooting the place to your right. If no one messes up, repeat this rotation twice, once for each player, to progress. Complete the aforementioned steps another two times to get to the last section.
Before talking about the last section, you need to know how to deal with a mess up. When someone hits the wrong locations, the arrows turn red, the runner does not get the orb, decreasing their chances of surviving and a taken looking psion will appear. People on the outside also need to kill one of those for every incorrect sequence they do or everyone will die.
For the last part, have everyone come to the middle and get an orb. This will make everyone a runner, with the nine-hole wall having a total of four orbs. Everyone need to get at least one orb every other wall, meaning at least two need to alternate every time or they’ll die, warp out and you’ll have 30 seconds to get the revive or the team wipes.
The best plan is to call out the location you’re going and only call out if you need one. So the first time four will call it out, with the next one having two, followed by two for the rest. The remaining people should aim for the remaining orbs, to decrease the chance of death, though missing one or two isn’t a huge issue. The floor will also be falling apart as you progress.
As long as three people make it to the end, escape and bring their orb to the middle, you’ll win. Please note, the most likely cause of wipe is someone dying during the last section, so be okay with reviving them before dunking or keeping that in mind. Successfully doing this will grant access to the final boss.
Well, the good news is the final boss is a lot simpler, at least in terms of things going on, but he is far more dynamic and it’s extremely easy to lose. Start by breaking the team into two groups of three. One team will be “outside,” meaning they deal with the nameless purple place, with the other three being “inside” and they handle the throne. I don’t want to say one side is easier than another, though outside requires more coordination to be successful, so make sure to keep this in mind when picking people or you will lose.
From there, have both teams pick their position. Those on the outside need to decide which order are they calling things out, with the inside people selecting the orb they’ll use to exit. Finally, pick a plate rotation. I strongly suggest starting at one of the bottom ones and making a square, be it up right, left, left or right, right, left, right or whatever.
To start the fight, shoot the chalice and use roaming supers and other close range/less useful guns to clear adds. When the psions appear it’s your cue the team is about to be teleported and a great place to gain power for the upcoming damage phase. Every psion your melee during this section will drop heavy, making it easier to damage the boss.
Those on the outside need to do a bunch of things or the encounter will end in failure. The first is seeing which icon is on the boss’s head. Every player will see a different icon and they all need to be called out in the order you decided on. After the callout, shoot the two floating psions and wait for the next section. Call out the icon, kill the psions on the ground and then the floating ones. Repeat another four or so times and then wait for the next phase.
The inside group just needs to fight adds and watch the psions with icons above their shield. What you need to do is listen for the aforementioned callouts from inside team and then kill the one that wasn’t called out. So if dog, chalice and sun are called, the dual weapons is the target. This is easy to mess up, making it stressful, but not so bad when you get it down. Outside of that, kill adds, and stay alive.
If Someone Dies
Someone dying is a big deal for a couple reasons. Not only is the outside harder, one of the icons won’t be called, meaning the people on the inside need to guess and anything other than the right answer is a wipe. It also uses a revive token of those in there, making it harder for them to do their job. It’s still possible to win when it happens, just keep in mind that you should avoid it at all cost.
When you hit the end of the section, both sides need to do one last thing.
At this point the boss will shoot out a bunch of flying skulls. Shoot and destroy these for a buff, that stacks per skull destroyed, that determines how much power you have against the boss. Keep doing this until the orbs appear, which can be used to return to the throne room.
At this point you want to avoid taking any damage and wait for the boss to do a shining light attack. This will damage everyone and your time limit is how long it takes for people to basically die. The idea here is to delay it as much as possible to get a larger stack. With 70+ it’s possible to two phase the boss, though if you can’t hold out, just do whatever is safe.
When everyone is in the throne, go to the starting location, start and then jump on the plate together. Wait until the boss raises his hand or on later waves points a gun in your direction and move to the designated next location and keep damaging the boss. This will continue for four plates, meaning you should shoot for 33 percent or more damage.
Like everything else, the rest of the fight is just redoing the previous steps. The people on the outside will now have holes and other problems to avoid, with the inside people gaining more adds. It’s harder, though far from impossible. Just be willing to keep trying until it works.