Destiny 2 Guide

Star-Eater Scales (Exotic)
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Published 3 years agoLast Edited 3 years ago

Lost Sector Guide: K1 Revelation

After taking on Fallen in the rest of Luna’s Lost Sectors, seeing the Hive is a welcome change of pace for Guardians grinding out these challenging activities for Exotic armor. For Grenade Launcher enthusiasts, this will definitely be one of the easier areas to complete during Season of the Splicer. Hopefully this guide will give a bit of additional insight so as to help more players complete this flawlessly both on Legend and Master difficulties.


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 (Hive): Fire Pit - When defeated, Acolytes spawn fire pools that cause damage over time.

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

Burn: Forlorn Miasma - +50% Void damage dealt and received.

Champions (Hive): Barrier & Unstoppable - This mode contains both Barrier and Unstoppable Champions, which cannot be stopped without an Anti-Barrier or Unstoppable 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 (Arc for Knights)

Total of 6 Champions.


Additional Master Modifiers - Recommended Power 1340


Extra Champions - Increases total Champions up to 10.

Master: Chaff - Radar is disabled.

As there are plenty of hiding spots in this Lost Sector, survivability isn’t too much of an issue, although enemies do pack some rather strong area of effect weapons. Mostly you will want to build for long range add clear, with some room for playing with subclasses that can debuff enemies.


Hunter:

Nightstalker Hunters will have a ball going through here with the Void burn and can make use of Way of the Trapper to throw out Deadfall Shadowshots that can be chained using the Orpheus RigsExotic leg armor and reposition for safer spots or to pick up ammo using invisibility. The alternative subclass to use would be Gunslinger as you can set traps and clear many enemies with Way of the Outlaw or just annihilate high-priority targets with Way of the Sharpshooter’s precision Golden Gun.


Warlock:

For quick and easy runs Voidwalkers can run Attunement of Chaos and drop charged grenades on lesser enemies while destroying Champions with Nova Bombs, which can be chained with the use of the Skull of Dire Ahamkara Exotic helmet. Alternatively, they can clear adds out with Arc weapons while running Attunement of Control and having the Mantle of Battle Harmony equipped to get a bonus to weapon damage and have a Chaos Reach in their back pocket.


Titan:

Sentinels running Code of the Protector can hang back and contently throw grenades while shooting down enemies at a distance and setting down a Ward of Dawn for a bit more protection should they need it. For Strikers that are feeling a bit more daring, running Code of the Missile is perfect for taking Champions whenever you have your Thundercrash super up and can get some good add clear going with Ballistic Slam.

Scout Rifles: With the distance at which you’ll be fighting most enemies inside this Lost Sector Scouts are honestly the best choice, but can be swapped with a high range Auto Rifle depending on each Guardian’s preference. One particularly good Scout is Vision of Confluence with either Firefly or Frenzy as its perk to help with clearing enemies quickly.


Grenade Launchers: It is perfectly viable to run both a Special and a Heavy Grenade Launcher at the same time in this Lost Sector, and both types will help tremendously with keeping lesser enemies culled. Orewing’s Maul can take advantage of the burn, but any Grenade Launcher can potentially be used here with those that have Demolitionis or Chain Reaction being particularly strong.


Witherhoard: The area of effect shots from this Exotic Grenade Launcher will help to clear out enemies very quickly and can be used with Breach and Clear to take down most Champions very quickly. Similarly to Anarchy, this weapon doesn’t require you to be consistently shooting at enemies for its damage and debuffs to continue ticking and can simply be put away to use Primary weapons to further clear areas.


Eriana’s Vow: For any Guardian that is having a hard time taking down Barrier Champions, this gun will help replace an Auto or Scout Rifle and allow for a better ammo economy or help do more damage than you could with a Primary weapon. Even without the use of Breach and Clear, this gun’s catalyst will allow you to have it auto-reload while you’re dealing with lesser Hive enemies.


Anarchy: If you’re going to stun some Ogres, may as well do it by sticking two bolts of constant Arc damage onto their big, fat heads. Anarchy will be able to stun Unstoppable twice before the bolts blow up and should provide a decent chunk of damage when paired with Breach and Clear while allowing you to put out more damage with your Primary or Special weapons. This Exotic will definitely make this Lost Sector run as smooth as possible and will allow you to sit back from cover while the boss or any Champions are ticking away.

Unstoppable Grenade Launcher: While you can potentially use an Exotic with intrinsic Unstoppable Rounds such as Leviathan’s Breath, most of the time you will be better off simply using Grenade Launchers as they can take advantage of other Seasonal mods.


Anti Barrier Scout Rifle & Anti-Barrier Auto Rifle: Regardless of your preferred weapon type you will want to take one of these mods to deal with the plethora of Barrier Champions you will find in the Lost Sector.


Void Resistance & Sniper Damage Resistance: With the Void burn increasing damage taken, you will definitely want to have Void Resistance to cut down damage from most Acolytes, Shriekers and all the Ogres you will face. Since most engagements will be from quite far away, Sniper Damage Resistance will help a lot to reduce damage from enemies so long as you don’t get in their face.


Concussive Dampener: An alternative protective mod that will help reduce damage from Knights with Arc cannons or Acolytes who will be both lobbing grenades and dropping Solar pools.


Hammer of the Warmind: Guardians running a Warmind build will be able to use this to take down large groups of enemies and stun Unstoppable Champions at the same time by exploding Warmind Cells in their vicinity.


Warmind’s Decree: Since the burn encourages the use of Void subclasses, this mod will further help those who are taking advantage of Warmind Cells in this Lost Sector and providing an alternative to using Solar damage to spawn more Warmind Cells.


Energy Accelerant: This mod will help a lot with clearing enemies for those running Firefly or Chain Reaction perks on recently released weapons.


Breach and Clear: The use of this mod will aid Guardians in taking down all Champions much more quickly in their runs and can be used similarly against the boss. An added benefit is that when damaging those same enemy types with a Grenade Launcher, their stowed weapons will reload which can set up a build where there’s no need to reload if one swaps between the use of a Special and Heavy Grenade Launcher.

Enemies: Acolytes, 1 Barrier Knight


When first loading into this Lost Sector, players will be in a tunnel looking into a massive number of Acolytes. These Acolytes should be taken out by any means necessary but the use of grenades and special weapons will definitely help here. As you thin out the herd, the remaining Acolytes along with the Barrier Knight will retreat further inward towards the next area.


As you walk up a little bit you will be able to oversee a couple of Acolytes around the Barrier Knight down below a ledge. Quickly burst down the Knight, pop its Barrier when it comes up, and eliminate it before dropping down and finishing off the last few enemies.

Enemies: Acolytes, 1 Shrieker, 1 Barrier Knight


Walking up a little more from where you dropped down you will see several more Acolytes spawn straight ahead of you. Off in the distance you will also see a Shrieker materialize, and before you move further up or try to take on the Acolytes make sure you try to bait open the Shrieker to take it down quickly with any long range weapons you have, or perhaps just two shots of Anarchy. Once it’s down and all the tracking Void bullets are gone you can focus on the other enemies.


Along with the Acolytes that had spawned there should also have been a Barrier Knight that showed up in the bottom part of the platforms in front of you. You can take time to slay the Acolytes first, but be aware that doing so will prompt the Knight and the other Acolytes to jump across further out to the left to get some cover from your damage. Either way, be sure that you can take out the Champion safely, and whether or not you do that before or after the Acolytes is up to personal preference. Once you have taken out these enemies you’ll have several choices on how to advance, but just be sure you have a strategy in place before spawning in enemies in the next area.

Enemies: Acolytes, 3 Arc-shielded Knights, 3 Unstoppable Ogres (the Arc Knights all become Barrier Knights on Master)


This next area is interesting as it serves as a lockout for the boss, and without completing the prerequisite in this area, you will not be able to spawn in the boss to get their code and claim your rewards from the boss cache. The general mechanic in place is that you must take down enough enemies to spawn in a Nightmare, destroying this Nightmare will take down the shield on one of three Void crystals, and destroying all three crystals will reveal fourth final crystal right above the boss that will release it and allow you to take it down.


The general path you’ll want to take on your way to summoning the boss is the bottom right crystal, close left crystal, and then the crystal in the far back on the right. Each Void crystal will be guarded by an Arc Knight on Legend, all of which will be Barrier Knights on Master, a large group of Acolytes, and an Unstoppable Ogre on both difficulties that will serve as the Nightmare guardian that needs to be taken down in order to remove the crystals’ shields.


Whenever you’re working on one crystal, be aware that enemies from the other crystals may also be shooting at you, so pick your cover according to which crystal you are trying to destroy. For the most part, the safest strategy for each area is to shoot around half of the Acolytes in a given area, taking down the Knight that is aiding them, take out the rest of the Acolytes, and finally stunning and destroying the Unstoppable Ogre that will spawn in. For Arc-shielded Knights, simply use your Primary and Special weapons to destroy their Arc shield or pop the Barrier they will spawn and then debuff them with a Grenade Launcher to proc Breach and Clear and take them down again with Primary weapons. With the Ogres, one shot of Grenade Launchers will be able to simultaneously proc Unstoppable Rounds and stun them while also debuffing them with Breach and Clear which can allow you to burst them down quickly before they recover from the initial stun. At most you should need 3 Grenade Launcher shots to take out the Ogres, and if you’re using Anarchy you can take them out with two bolts that will stun them at least twice. Repeat this for all three crystals.




For the first crystal on the bottom right, you will be able to take on enemies from the previous area up on the platforms, and after clearing the initial wave of Acolytes you can hide behind a pillar on the bottom left looking over at the crystal’s spawn doors.






The second crystal on the top left side can be taken on from the previous platforms as well, but for the most part you will be better off taking on the enemies in this area from down below where the first crystal’s enemies had spawned in.




For the third crystal, there will be an area over on the leftright that has some stairs you can take down a large number of enemies from. Anything else that you may be having a hard time getting an angle on, you can move back over to the second crystal’s area and shoot at whatever enemies remain from the left.

Boss: Nightmare of Arguth, the Tormented (Ogre)

Enemies: Acolytes, Nightmare Thrall, 1 Arc-shielded Cleaver Knight, 1 Barrier Knight (1 additional Barrier Knight on Master)

Once the first three crystals are down the fourth and final one that will summon the boss Nightmare will unshield, and you will be able to shoot this last one to summon the Nightmare of Arguth, the Tormented. Before you actually summon the boss, get in a spot where you can drop abilities, grenades and Heavy on it and then hide behind cover.


As you spawn in Arguth, there will be a group of Acolytes behind it with a couple of Nightmare Thrall, and a Barrier Knight. Keep in mind that taking down these enemies will be the trigger for more waves to spawn, and if you are running on Master you can potentially skip through the second Barrier Knight by simply killing the boss early and still get the Platinum clear. Assuming you want to or need the additional revives for whatever reason you can take out the first Barrier Knight using your Heavy and keep spawning more Acolytes, Thrall, and eventually the second Barrier Knight. As Arguth will be shooting a stream of Void shots it’s important that you are taking cover when you aren’t trying to deal damage to or break the shields of the Champions.


Even if you haven’t already killed all the lesser enemies, you can just go ahead and take down Arguth by unloading your Grenade Launchers and proccing Breach and Clear on the Nightmare. Assuming you have a one-use Super such as Golden Gun or Nova Bomb you should be able to throw those out along with any grenades and melee abilities you have charged up. Keep unloading Heavy and peppering in Grenade Launcher shots for the debuff until the Ogre goes down. With enough damage, you can consistently stagger Arguth, but if it doesn’t you should be able to just dip into cover and it will usually stay in the same spot it spawned in shooting at your last known location. Once the boss is down, any stragglers that remain, including any of the Barrier Knights or potentially an Arc-shielded Knight bearing a Cleaver and Hive Shield. Other enemies that will remain are additional Nightmare Thrall and the occasional sniper Acolyte that will be standing near the rewards cache. Once all these enemies have been taken down and the path is clear, you will be able to walk up and claim your loot. For the most part, a Platinum clear is straightforward and getting a flawless clear can be just as easy so long as you take this Lost Sector slowly and patiently take out enemies.


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.

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