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10/15/2014 8:02:02 PM
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Exploit: Story Mission "Shrine of Oryx". Possible to avoid triggering Darkness zone.

Note: This is listed here as I don't know of a specific bug reporting forum for Destiny so moderators can pass this onto the development team. I do not endorse using exploits for illegitimate gains. If this is the wrong place to post this kind of thing, let me know so I can avoid the mistake in the future. During this mission it is possible to avoid triggering the Darkness zone in the combat area just before the boss area. I've found a way this can be done consistently and can be used to kill the enemies from the point the exploit occurs right up to the boss area (although the Darkness zone must be re-activated to allow the end-mission boss to spawn). Confirmed with Warlock and Hunter, both done in solo sessions. Confirmed during Queen's Wrath event and Story mission variant (post hotfix 1.0.2.2.). Only confirmed on PS4 version. Confirmed method of replicating the exploit: - Start up any version of the "Shrine of Oryx" on the moon. - Follow the mission markers and play through the mission until you reach the first Darkness zone. - Fight the Fallen and Hive enemies at the bridge and cross it. - Fight the Fallen and Hive at the junction and turn right into the room with the Hive soldiers, the Wizard and a Knight. Kill these enemies. Note: The previously stated enemies can be skipped if you're over-levelled enough to just run by them. - The next tunnel you have to go through has a large pipe/cable on the left of it. As soon as you enter the tunnel, jump on it and run on it around the next corner. - As you run on the pipe, the Darkness zone symbol on the health bar should disappear. - When you run out of pipe/cable to run on, jump to the pipe/cable on the opposite side and follow it around the next corner. - The quest marker will be stuck on the platform near the second pipe/cable confirming the exploit is active. - You can now kill the enemies from there to the end-mission boss with unlimited respawns. - Once all enemies are dead, return to the room which previous had a Wizard and Knight to re-activate the Darkness zone, then progress to the end without walking/running on the pipes/cables. The quest marker should be fixed and continue as normal minus the enemies killed.
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