Destiny 2 Guide

Star-Eater Scales (Exotic)
Published 1 year ago Last Edited 1 year ago

Lost Sector Guide: K1 Crew Quarters

Arguably the easiest Moon Lost Sector on Legend, but at the same time probably one of the hardest on Master, the K1 Crew Quarters are swarming with Fallen that need to be cleared out if you hope to have a chance at finding new gear. This guide will help you complete the Lost Sector on either difficulty, with a focus on attempting to get a flawless clear. Be sure to kill all Champions for Platinum and the highest chance at finding Exotic armor.

For all Lost Sectors this season, the time limit is always set at 15 minutes before any additional revives you obtain throughout the activity are taken away. If you are running on Legend difficulty the recommended Power is 1310, while at Master it is 1340. While you can complete the activity while under-leveled, it is best to keep yourself within 10 Power of the activity otherwise enemies will be able to kill you more easily as well as take much longer to defeat. While a few things change from Legend to Master, the overall strategy used to get through should be about the same.

Activity Modifiers

Enemy (Fallen): Hot Knife - Shanks now have Solar shields.

Destination: Memory of a Haunted Dream - Incoming Void and aerial damage increased.

Burn: Desolate Charge - +50% Arc damage dealt and received.

Champions (Fallen): Barrier & Overload - This mode contains both Barrier and Overload Champions, which cannot be stopped without an Anti-Barrier or Overload mod, respectively.

Limited Revives - Limited fireteam revives. Gain additional revives by defeating Champions.

Legend Modifiers - Recommended Power 1310

Locked Loadout - No changes to weapons, armor, mods, or subclasses while in the activity.

Match Game - Enemy shields are more difficult to break without its respective elemental damage type.

Extra Shields - Elemental shields added to specific enemies (Solar for Shanks)

Total of 5 Champions.

Additional Master Modifiers - Recommended Power 1340

Extra Champions - Increases total Champions up to 10.

Master: Attrition - Regeneration is greatly impaired. Defeating enemies may create wells of Light.

Every Guardian who steps into this Lost Sector is either going to fly through it or will have to crawl through each area, with little in between. This will primarily be decided by the difficulty, which will matter more here than in the past. Those running on Legend will want to focus on clearing potential, particularly long distance. On both difficulties, it is strongly recommended to take in anything that will heal, shield, give resistances, or keep you out enemy fire; survivability is the key to getting through here.


Nightstalkers have it easiest for staying alive as they can use invisibility, but it’s important to note that tracking Arc bullets from Fallen will continue to track you even if the enemy that shot it cannot see you. Due to the extra duration on invisibility and grenades, Way of the Pathfinder is the best way to go and is even better when paired with Omnioculus for the additional damage resistance. Alternatively, use of Revenant to freeze more dangerous enemies with abilities at a distance and the use of the Grim Harvest Aspect with Whisper of Rime can be good as well.


Thankfully for Warlocks, Attrition can be bypassed with a Healing Rift, but for those who need additional tools to stay alive will want to run Attunement of Grace as a Dawnblade and can equip Starfire Protocol for double Fusion grenades that can be used for either healing or damage. With an Arc burn being active, use of Stormcaller can be good and will allow the use of grenades to stun Overload Champions. Attunement of Conduction has the advantage of self-sustaining ability regeneration and group clearing potential with the use of Chain Lightning.


Sunbreaker Titans have inherent healing on two of their subtrees, and whether you use Sunspots for Code of the Siegebreaker or Throwing Hammers for Code of the Devastator is situational. Both will force you to position yourself in disadvantageous locations either near enemies or out of cover, but can make up with . Although risky, Strikers can make use of the Code of the Juggernaut’s Reversal healing as well or using An Insurmountable Skullfort to make greater use of Code of the Earthshaker’s Seismic Strike which can also benefit from an extra Overload grenade.

Hand Cannons: For the most part, single shot weapons are the safest to use when taking advantage of cover, and the same holds true for Hand Cannons. Additionally, Hand Cannons using Explosive Payload are extremely helpful for stunning Overload Champions, since Overload Rounds will proc faster. Nature of the Beast can be good here due to its high rate of fire and the Arc burn being in effect.

Scout Rifles: On top of being able to damage Barrier Champions through their shields, Scouts are excellent long range weapons that will be able to clear out sniper enemies that can potentially be a problem in this Lost Sector.

Grenade Launchers: These weapons are still an excellent choice in any higher-tier content and can be paired with most weapons to deal extra damage while using the Breach and Clear seasonal mod. If you need help to take down large groups of enemies, Salvager’s Salvo will be a good option due to its Demolitionist and Chain Reaction perk allowing for a lot of potential add clear.

Rocket Launchers: For Guardians who may still be having a hard time taking down Champions, Rocket Launchers provide an alternative for taking them down, but don’t currently have a Seasonal mod to stun. They have a very large amount of burst damage that can be buffed up with perks such as Impact Casing, Lasting Impression, and, specifically when used on Champions, Vorpal Weapon. Hezen Vengeance is a solid choice, but can be replaced with another Arc rocket to deal more damage due to the burn.

Riskrunner: With the Arc burn in place, Guardians will take increased damage from most Fallen weapons, but will also be able to use this to do extra damage to enemies. On top of Arc Resistance, this Submachine gun will also mitigate Arc damage while allowing you to take down groups of enemies much more quickly, and will be a good tool against Overload champions.

Polaris Lance: A solid choice for engaging Barrier Champions, this Scout has a lot of potential add clear due to its Perfect Fifth perk and those who have the catalyst can also make use of Dragonfly. Additionally, this gun will help take out Tracer Shanks that will have Solar shields and will be shooting at you from quite a distance away.

Anarchy: Good for setting traps on areas that will have enemies spawning through, burning down Champions, and simply clearing out large groups with decent bomb placement. The use of Breach and Clear along with its passive damage makes clearing the Lost Sector a lot safer and will be invaluable for Guardians attempting flawless clears.

Overload Hand Cannon & Overload Submachine Gun: Using these mods will be essential for getting past Overload Champions, if running on Master you will be better off using Hand Cannons for this.

Anti Barrier Scout Rifle: As Scout Rifles keep you out of range of most enemies, they are easily the better weapon for use with Anti-Barrier Rounds in this Lost Sector.

Major Spec: This mod should go primarily on your Special and Heavy weapons for whenever you’re taking on Champions.

Arc Resistance & Sniper Damage Resistance: With the Desolate Charge burn in effect, all incoming damage will be doing a lot of damage and it is required to have Arc Resistance in order to mitigate that. Sniper Damage Resistance can potentially help with the damage from faraway Fallen as well, but you must be sure that you’re playing far back enough to take advantage of this armor mod.

Protective Light: Especially on Master, you may end up needing an extra bit of protection against the Fallen Champions you’re going to have to deal with. Adding other mods that increase the number of Charged With Light stacks will make this protection stronger.

Sundering Blast: You can potentially run this for extra damage against Champions as you are stunning them. Keep in mind that stacking Sundering Blast twice will increase the explosion damage dealt to both the Champion getting stunned and enemies in its vicinity.

Surge Detonators: For Guardians running Arc subclasses, use of your grenades with this mod will allow you to stun Champions and defeat them more quickly.

Breach and Clear: Once again, for those that need extra damage against the boss or the Lost Sector’s Champions, using a Grenade Launcher will debuff them and allow you to deal increased damage. This also works against enemies whose shields are taken down by a Grenade Launcher and against all three enemy types the mod will auto-reload stowed weapons allowing you to continue to dish out damage against your enemies.

Enemies: Dregs, Vandals, Shanks, Exploder Shanks, 1 Overload Champion (1 additional Overload Champion on Master)

As you step into this first area, you will see smaller enemies standing idly, and, as you take them out, more will spawn in to take the place of the previously defeated Fallen. On Master you will find one Overload Captain already spawned in, and this first Champion should take top priority, because if you continue killing the weaker enemies first you will eventually spawn in the second Overload Captain, which you will have to take care of at the same time as the first one. Both of these Captains have tracking Arc rifles, as will the Vandals that you find here. For the love of the Traveler, don’t jump up because those tracking Arc bullets will destroy you in the air with the combination of the Destination modifier and the Arc burn. Instead try to play from cover using the rock on the right side from where you first walk up to the enemies to try to block as many of the tracking shots as you can.

Again, on Master you will want to prioritize the first Overload Captain over any other enemies. To do this without losing revives, you will want to use any crowd control at your disposal to disable the surrounding enemies while you focus on bursting down the Champion after stunning it with Overload rounds. Crowd control can be anything from Blinding Grenades on Grenade Launchers to Stasis freezing effects, but as long as you kill the first Champion quickly this first area should go smoothly. If you are close enough to grab any healing orbs without putting yourself at risk, go ahead and do so, otherwise it is recommended to either use your own healing abilities from behind cover or wait out until Attrition allows your health and shield to come crawling back up.

After taking out enough lesser enemies, the door leading to the next area will open up and Solar-shielded Shanks will peek out along with an Overload Captain that can be ignored for the most part as you’re taking out any other Fallen that are backing it up, but this should preferably done while simultaneously stunning the Champion. Once you have taken down all the other Dregs and Vandals in the vicinity, stun the Captain once more and make use of your Heavy to defeat it and move forward to the next area. As you step up, two more Explosive Shanks will spawn, hoping to catch you off guard, but simply take them out from a few steps back and the barrier to the next area will go down, allowing you to move forward.

Enemies: Dregs, Vandals, Exploder Shanks, Marauders, Solar-shielded Tracer Shanks, 1 Overload Captain, 1 Barrier Servitor (2 additional Overload Captains and 1 additional Barrier Servitor on Master)

When you first walk into this area, several Dregs and Vandals will spawn out of the left, followed promptly by a few Exploder Shanks. Try to take these out quickly as you will spawn in additional enemies as you walk up. If you are on Master, also beware the Overload Captain that will spawn in with the first wave of adds and keep your eyes on the right since that is usually where the Champion will path from. As soon as you see the Captain make sure you stun it, debuff it with any tools you have, and burst it down immediately.

Once you start walking up you will see a large group of Exploder Shanks make their way over to you, which you can dispatch quickly. Behind the Shanks will be a couple of Marauders, whose Solar shrapnel launcher you should be careful in avoiding, a few more Dregs and a Barrier Servitor that will stay around the middle of this area where the lower section on the left and the upper slope on the right meet. Focus down any enemies that move closer to you and step outside the Servitor’s protection and once you have the group of enemies down to a manageable size go ahead and start damaging the Servitor. Should any Marauders still be causing you trouble, shoot them once the Champions is stunned and its shielding goes down, and then focus once again on taking down the Servitor.

Master difficulty will also have an Overload Captain accompanying this group and will move up on you aggressively alongside the Marauders if you get to close. As such, it is in your best interest to take down this Champion from afar, and can be done before you have to deal with the Barrier Servitor. If the Captain stays too close to the Servitor, you will simply have to bait out the Barrier ability from the other Champion before stunning and bursting down the Overload with any Heavy you have and your Super in some cases where the enemies are being difficult. Once both of these Champions are down start moving up and pick up any healing orbs and extra ammo to take on more enemies.

Be aware that there will be Tracer Shanks on the far right on the platforms you will have to jump towards in order to progress to the boss room. You can take these enemies out early so long as you have a Solar weapon with enough reach, and it is recommended that you do so since they will attempt to snipe you while you’re trying to take down the remaining Fallen in this area.

The next Champion you will witness will be another Overload Captain and will be shooting you with a tracking Arc rifle. Be sure that while you are engaging this Champion you have some cover to hide behind, but also keep in mind that there will be Dregs throwing shock grenades at your location as well. Try to stun this Champion from a distance so that fewer enemies are shooting at you as you are trying to take down this Captain, and try to do so with your Heavy to get moving over to the boss sooner.

The last Champion you will have to worry about on Master here will be another Barrier Servitor that will spawn and stay behind the Overload Captain that will normally be here in the back part of this area. You will spawn it in after taking out enough enemies in the area and moving up, and usually you’ll want to do this after slaying the previous Captain. If for whatever reason the Servitor loads in and starts to shield enemies around it, including the Overload Captain, be sure to stun it to take off its allies’ shielding. Should that time be too short to take out the other Champion, hang back a bit further towards the middle on the right side, you should be able to get a good angle here to take it down with just your Anti-Barrier primary. Once this nuisance of a Champion is down, move back up and take out the Captain if it is still standing along with any additional Dregs or Vandals, then start heading up past the gap on the right to advance on the boss.

Boss: Nightmare of Reyiks, Actuator (Heavy Shank)

Enemies: Dregs, Vandals, Shanks, Tracer Shanks, Wretches, Nightmare Dregs, 2 Barrier Servitors (1 Overload Captain on Master)

Depending on the difficulty you are running on, the last area was either a breeze or a nightmare, but you’ll find that either way, this boss room will be relatively simple. As you make your way up the slope to confront the Nightmare boss, you will see a variety of Solar-shielded Shanks and Tracer Shanks that will have a Barrier Servitor and a couple of Vandals backing them up. Do your best to take out all the enemies you can that are not being shielded by the Servitor and then move up a bit to damage and stun the Champion. Once it is stunned take out any remaining adds around it that were being shielded and then use your Heavy to finish off the Barrier Servitor.

At this point you can walk up further and start taking down Dregs and Vandals that will be watching you from the left near where the boss is. Before worrying about the next Champion, take out all the enemies that will be hiding from cover while taking shots at you. Once they are down you should move up and take a peek at the Nightmare of Reyiks, Actuator. Check to see if any additional enemies remain near the Nightmare Heavy Shank before attempting to start lowering its health.

If you are on Master, you will likely have seen a prompt for another Champion after defeating the first Servitor or walking up far enough. This will be the last Overload Captain of the Lost Sector and will be standing a bit behind Reyiks, but should be an easy enough target to stun and burst down with your heavy. 

While you’re shooting at the boss, be on the lookout for additional spawn as you will see that around 66% health the final Barrier Servitor will appear along with some Nightmare Dregs, some Vandals, and a group of Wretches. The Wretches will continue to spawn here, but they are not much of a threat as you can take them out as collateral when trying to use your remaining Heavy on the Servitor or the boss. At this point, you should be able to choose whether you take out Reyiks first or the Barrier Champion, but just be sure to stun the Servitor so it doesn’t get in the way of your damage on the boss or surrounding enemies. Once you take down either of these major enemies, be sure you are defending against the waves of Wretches and then simply use the rest of your Heavy and Super on the last enemy. Once Reyiks and all his minions are down you will be free to walk up and claim the rewards cache on the far right side of this area, at which you will get the mission completion. For those looking to get a flawless clear, keep in mind you do not have to kill all Champions, but it will work best for you if you clear them out one by one as you progress through the Lost Sector and will boost your chances of Exotic armor loot once you open the boss cache.

Possible Loot

Legend (1310) - Enhancement Core (Uncommon), Exotic Armor (Rare)

Master (1340) - Enhancement Core (Uncommon), Exotic Armor (Common)

For Lost Sectors with Leg Armor as the reward, there is a chance at the new Star Eater Scales, Boots of the Assembler, or The Path of Burning Steps Exotics.

Written by ConejoLapin


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