Part 1: https://www.bungie.net/en/Forum/Post/137577868
Ok, enough about terminology, lets get into it.
[b]1. Descent[/b]: Players will spawn in an open area of the Hellmouth that is normally inaccessible during patrol. Down the hill you will find your first bridge plate. Stand on it for just a moment to activate it. You can remain standing on it if you like but it's not necessary, dance, sit, crouch, run around, it doesn't matter. You'll notice a green hologram of where the bridge will spawn, don't try to run on it just yet or you'll just fall through. Once the bridge is fully formed you can run across to the platform at the center of the Hellmouth and drop through the hole. You will descend deep into the Hellmouth, beginning your journey into Crota's Underworld.
[b]2. Abyss[/b]: Having finished your descent you'll find yourself in a very dark area swarming with Thrall and Cursed Thrall. Don't panic, no enemies will attack you while you remain in the lighted spot where you first landed so take this moment to collect yourself and prepare for the rush. Your objective is to run from lantern to lantern until you reach the end. You'll have to keep moving as quick as possible while taking just enough time to stop at lanterns to let the weight of darkness debuff go down as far as possible before getting overrun or the lantern explodes. Just keep moving. Later in your marathon you'll encounter a knight or two, you don't really need to worry about killing them since you'll be running off to another lantern very soon after finding them, just don't let them kill you.
There are a total of 16 lanterns. You don't strictly have to pass by each one, but it is the only way to make it too the end without letting the weight of darkness effect slow you to a crawl (which will most likely result in your death by Thrall). They will also act as a guide as they provide the only reasonable source of light in the area, you would otherwise have no good way of knowing where to go since it is so dark. There is no end to the number of Thrall or Cursed Thrall that can spawn here, focus on keeping them off the group rather than trying to wipe them out.
Once you reach the end you'll find another bridge plate. Activate it and hold out until the bridge fully forms. During this time Knights and a couple Ogres will spawn. You don't have to kill them to finish the objective, but you do need to survive. Once the bridge is fully formed any remaining weight of darkness effects will be lifted for good, now all you should focus on is sprinting across the bridge and into the light at the end of the hallway on the other side. Once one player reaches the light the encounter ends, you do not need any more than one player to finish this objective.
[u]NOTE: The next checkpoint is more often completed via a cheese strategy rather then the legit way it is intended to be completed. (I have only ever been on one team that did it the legit way rather then the cheese way). Because of this I will first describe the legit method then I will describe the cheese method as you will most likely get teamed up with groups that want to use the cheese method. I do not endorse using cheeses on raids, I simply wish to better equip you for what you will likely encounter. Make sure to ask your fireteam leader which method they intend to use so you know what to do.[/u]
[b]3.A. Bridge (Legit)[/b]: Your team should now be in an open room with two sides separated by a large gap. I will call the side you start on Start, the side you're trying to get to I will call Finish. On both sides you'll find 1 Bridge Plate and 2 Annihilation Totems. The bridge plates are placed right where the bridge spawns, which is marked by flames. The totems are located on the left and right sides of each area, the totems are pretty obvious. Really though this area speaks for itself, you'll probably have a full grasp of where everything is just by looking around a bit. The encounter doesn't begin until someone steps on the bridge plate so take any time you need to explore, recover, change loadouts, etc before beginning.
As you might have guessed you need to build a bridge to get from Start to Finish. Once a player starts building a bridge the 2 Annihilation totems on the side of the bridge plate that's being used will begin to charge and enemies will begin to spawn. You'll need at least 1 player standing under each totem, if even 1 totem reaches full charge the whole team will wipe. After a little while a Swordbearer will spawn. For the duration of this encounter only a Sword Player can cross the bridge, so only one player can cross at a time. Once the first Sword Player gets across the process will start over. On the Finish side a Gatekeeper will be waiting, they can only be killed by players wielding a sword so the Sword Player has to hurry across before the sword runs out and disappears, otherwise they'll have an invincible sword knight chasing them around the area.
It doesn't actually matter how many players you get across after the first one, but you should at least get 2 more across because the players on the Finish side will have to survive there for quite a while. Be careful, if the bridge plate on the Finish side is used the 2 totems on Finish side will start to charge. Obviously if you don't have enough players on Finish to stop the totems it will cause a wipe. Eventually 2 Ogres will spawn you need to kill them to complete the encounter. Once the Ogres are dead the enemies will despawn and the bridge will spawn itself permanently, allowing the rest of the team to get across.
[b]3.B. Bridge ([i]Cheese[/i])[/b]: Check the first paragraph of the Legit method for an area description.
The cheese method, in short, is a way of completing the bridge encounter with only one sword. One player will get across the gap, either by building a bridge or by by using a trick to "fly" across. Once across the Finish player will camp behind a small structure just next to the Finish bridge plate, enemies will not be able to attack them there. Players on Start will all kill themselves, or use some fancy jumping to get to the top of a tower. After a while all the enemies on Start will despawn, causing the timer till Ogres spawn to begin counting down. At this time any Sunsingers with their supers ready will self-rez and revive any other dead players (on hard this doesn't work since you can't revive dead teammate on hard mode). Players on Start will fire across the gap killing enemies and eventually killing the Ogres when they spawn, ending the encounter from a safe distance.
[b]4. Shrieker Hall[/b]: As you pass through the now open doors you'll find a circular room with only one exit to the left. Before you lies a twisted hallway filled will Thrall. You'll notice a Shrieker part of the way down the hall, up near the ceiling. Beneath it is a clear green wall that is impossible to pass through or damage directly. The only way to break this wall is by killing the Skrieker. Further down the hall is another Shrieker linked to another wall. All you have to do is kill the 2 Shriekers to break the walls and have at least 1 player survive the mad dash to get to the end of the hall. At the end you'll find a pit, drop down it to continue to the next area.
Part 3: https://www.bungie.net/en/Forum/Post/138393152
Guide Nexus, where links to all my guides can be found.
https://www.bungie.net/en/Forum/Post/138484088
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1 ReplyAwesome! Please reply :)
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3 Replies[quote]4. Shrieker Hall: As you pass through the now open doors you'll find a circular room with only one exit to the left. Before you lies a twisted hallway filled will Thrall. You'll notice a Shrieker part of the way down the hall, up near the ceiling. Beneath it is a clear green wall that is impossible to pass through or damage directly. The only way to break this wall is by killing the Skrieker. Further down the hall is another Shrieker linked to another wall. All you have to do is kill the 2 Shriekers to break the walls and have at least 1 player survive the mad dash to get to the end of the hall. At the end you'll find a pit, drop down it to continue to the next area[/quote] i'd suggest adding that there is a chest at the end of this hall if a player is fast enough in the door just over the pit. :)
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I would also add the classic strategy at the end of the abyss hoping up on the rock directly to the right of the plate and getting to the left so that the explosion and thralls can't kill you