Destiny 2 Guide

Star-Eater Scales (Exotic)
Published 5 months ago Last Edited 5 months ago

Lost Sector Guide: The Empty Tank

Along with the EDZ Lost Sectors, Season of the Splicer introduced the Empty Tank as the only Tangled Shore Legendary Lost Sector. Similarly to the EDZ, this area doesn’t have any added triumphs for clearing on either difficulty or doing flawless runs. Mostly, the Fallen bar serves as an additional location where Guardians can look to farm Exotic armor pieces and provides players with an interesting challenge that can be used by some as practice for other high-tier activities.

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): Arach-No! - When defeated, Fallen Vandals spawn a web mine at their feet.

Destination: Memory of a Lonely Outpost - Incoming Void and environmental damage increased.

Burn: Isolated Flames - +50% Solar damage dealt and received.

Champions (Fallen & Cabal): 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 (Arc for Captains)

Total of 5 Champions.

Additional Master Modifiers - Recommended Power 1340

Extra Champions - Increases total Champions up to 9.

Master: Chaff - Radar is disabled.

Although there isn’t as much pressure to get a no-death run in this Lost Sector, Guardians are still going to want to build for survivability as finding cover is a little difficult, especially in the boss room. Aside from that, the best focus would be on stacking damage for taking out a variety of Champions, particularly Overload Captains.


Invisibility will save your life and spare you revives in a large variety of situations, which is more important here where you’ll have Champions and mobs charging, sometimes even without a radar. Hunters who aren’t worried about survivability and instead want to blaze through the area can use Gunslinger, with a focus on the subtrees with Golden Gun probably being best, although the Way of a Thousand Cuts can be useful particularly in the boss room.


For Dawnblades, Attunement of Grace will be the best choice for keeping yourself alive but provides little else, and can potentially make runs harder. Although a little riskier, the use of Attunement of Flames while aided by the Dawn Chorus Exotic can potentially make the best use of the Solar burn in this Lost Sector. Using Stasis can also be a good choice as Shadebinders can switch between aggressive freezing with or preemptive zone control to keep themselves alive in the midst of battle. Use of the Frostpulse and Bleak Watcher Aspects would aid the use of those tactics, respectively.


There are certain areas in the Lost Sector that can be blocked with good grenade or barrier placement and this zone control can be further supported by the use of Sunspots when running the Code of the Siegebreaker as a Sunbreaker. For a more cautious approach, Sentinels have the choice of making their own cover with Code of the Protector’s Ward of Dawn. As aggressive as some enemies can be, the Helm of Saint-15 Exotic can help blind and subdue more enemies at once.

Hand Cannons: Probably the best weapon type against Overload Captain and for taking down additional enemies at a distance. Fatebringer is a fantastic choice as it can roll with both Explosive Payload, which helps proc Overload Rounds quickly, and , which benefits from the Solar burn.

Submachine Guns: A decent alternative for fighting Overload Champions, although potentially more risky since it requires a shorter distance when engaging your enemies to do more damage. The IKELOS can be good here for those running Warmind builds.

Auto Rifles: Most fights you take in this Lost Sector will be at mid-range and, as such, you will be better off taking in an Auto Rifle as your Anti-Barrier weapon.

Grenade Launchers: Use these weapons for quick add clear when enemies try to charge you in mobs and for the Breach and Clear debuff against the boss and Champions. Truthteller or other breech-loading Grenade Launchers that can roll with Blinding Grenades will be very good for crowd control.

Hawkmoon: Although it may take a shot or two more to get Overload Rounds, this Hand Cannon will be able to stack up additional damage to unleash on stunned Champions. You can stack Paracausal Shot damage as long as you are able to hit precision shots which can be reset by reloading right after you get a stun on a Champion.

Riskrunner: True to its name this Exotic provides Guardians with a high-risk, high-rewards playstyle, and, as many players know, works particularly well when used against Fallen enemies. Aside from being able to also provide more Arc resistance, it is compatible with Overload Rounds and will help tear through Captains, whether they are Champions or not.

The Lament: While the burn definitely helps increase this Sword’s already impressive combo damage, one of the benefits of running the Lament is that you can use it to quickly heal on hit or after defeating enemies. Additionally, it has intrinsic Anti-Barrier which makes it even better for use against Champions, and can be bolstered by Breach and Clear.

Anti-Barrier Auto Rifle: Probably the better non-Exotic option for dealing with Barrier Champions.

Overload Hand Cannon & Overload Submachine Gun: Both of these mods will help deal with the plethora of Overload Captains you will find in the Lost Sector. Even if the Champion in question cannot be stunned, keep shooting to prevent them from rapidly recovering health or teleporting.

Arc Resistance & Melee Damage Resistance: The majority of Fallen weaponry you will face is going to be Arc. There are also a lot of enemies that will like to charge at you, so if you cannot play from a distance it is better to be ready with something that can mitigate damage they will deal in close quarters.

Hammer of the Warmind: An additional tool Guardians can use to stun Overload Champion that deals out excellent damage when used in tandem with Solar Warmind mods.

Breach and Clear: If you ever have problems dealing enough damage to Champions, during this Season you will want to be sure you are running this along with a Grenade Launcher as it will provide a substantial damage boost. That extra damage also works against boss enemies and can also reload your weapons in a pinch when going up against a boss or a Champion.

Enemies: Dregs, Vandals, Shanks, 1 Arc-shielded Captain, 1 Barrier Servitor, 1 Overload Captain (the Arc Captain becomes 1 additional Overload Captain on Master)

The Empty Tank is a place for Fallen patrons to relax and find entertainment, but for Guardians it still remains as a means to obtain certain Exotic armor pieces. When you first load into the Lost Sector, you will see a large group of Fallen on what seems to be a dancefloor. To gain access to this area, you must defeat the Overload Captain acting as a bouncer on the door to the left. Avoid alerting this Champion by simply walking up to the stairs it’s standing watch by and shooting Overload rounds over the rail and then quickly finish it off with Heavy.

Once the first Captain goes down, the door will open up and you will see an Arc-shielded Captain (this is replaced by an Overload Captain on Master) that will be standing over a console that controls the music in this area. Take this Captain out immediately before focusing on all the other enemies in the room.

Further inside the room, there will be a Barrier Servitor that also seems to be in control of a booth. Ignore it for now as you start taking down the Dregs, Vandals, and drink-carrying Shanks around the room. You will find that standing on stairs or the elevated areas at the edges of the room will probably be best for cover against the mob of enemies throughout the area. Once you have taken down all the non-shielded enemies, start dealing damage against the Barrier Servitor. After it uses its Barrier stun it, unleash your Heavy or Super on the Servitor, and take out the rest of the enemies around it that should now be exposed. As soon as you take down the Champion there should be a notice that draws your attention to the console the Captain was probably deejaying from. Interact with this to open the door to the next area.

Enemies: Thrall, War Beasts (1 Overload Captain on Master)

After interacting with the music console and opening the back door, you should be able to walk into the next area, but beware if you are running on Master. At the higher difficulty, as soon as the door unlocks, you will be met by an Overload Captain that will run onto the dance floor before you have a chance to get to the service door. Quickly stun this Champion, weaken it, and then take it out with any Heavy you still have. Keep progressing past this enemy into the tunnel.

As you walk down into the back area you will see a darkened room containing cages full of different enemies. Moving forward will trigger Ghost to use his flashlight and you will see some Thrall sitting outside their intended cages. Kill one and they will all charge at you, but you should be able to throw a grenade to take care of them. Walk further into this room and the same scenario will play out with War Beasts this time around. Once all the enemies that were loose are taken out you will be able to walk through to the boss room.

Boss: Azilis, Dusk Marauder

Enemies: Wretches, War Beasts, Dregs, Vandals, Shanks, Exploder Shanks, Tracer Shanks, 1 Overload Captain, 1 Barrier Colossus, 1 Barrier Servitor (1 additional Barrier Colossus and 1 additional Barrier Servitor on Master)

As you first step in you will notice a group of enemies fighting in the middle of this room, and behind that there will be a group of Fallen, including the boss, being protected by a barrier that will not go down until you have taken on all competitors.

Depending on the difficulty you are running on, you will be met with two different scenarios upon walking up the secret fighting ring. On Legend, you will find a couple of Wretches fighting a Cabal War Beast, all of which you can take out easily. On Master, the Lost Sector ups the ante with a Barrier Colossus that will be taking on a group of Fallen, including two Arc-shielded Captains. In the latter scenario, make sure to take out the Fallen enemies first before engaging the Colossus, but keep in mind that you can take advantage of the Fallen to weaken the Champion before it pops its Barrier, at which point you can stun it.

Once you defeat the first group of enemies, round two will feature a group of Exploder Shanks that will come out with several Vandals and an Overload Captain that will come out of a door on the left. Take out the Shanks first and then shoot down the sniper Vandals before turning your attention to the Champion. This Captain will be using a tracking Arc rifle that will be hard to avoid, but keep in mind that you can potentially use the sloped area, above where you first entered, to try to avoid taking damage. After taking a moment to reposition yourself, stun the Overload Captain and then take it down, preferably using your Primary weapon here.

After the Fallen group goes down, the door on the right will have a group of War Beasts charge out at you, followed by a Barrier Colossus. Be mindful of the Arc cannon this Champion will be carrying and be careful not to stand too far away since there is almost nowhere you can avoid a barrage of blinding Arc rockets should the Colossus shoot those out. You should be able to shoot the War Beasts immediately as they spawn or train them along as you shoot them from a distance. Once the Beasts go down, try to bait out the Colossus’s shield as soon as possible. Once it uses its Barrier and you pop it with Anti-Barrier rounds you should be good to collect any ammo around the room so long as you keep stunning the Champion. If you are good to keep fighting, stun the Colossus one last time and deplete its health.

Standing victorious after these three rounds of fighting, the barrier in the back of the room will go down and the Fallen group that has been watching you will reveal itself along with its boss, Azilis, Dusk Marauder. Azilis is likely either an associate Spider has grown tired of or a rival Eliksni running their club next to Spider’s hideout, either way you need to take them out to obtain the boss code and open the final door. As soon as the Fallen barrier goes down, there will be a group of Wretches that will charge at you alongside their boss. Keep them at a distance and deal with them while avoiding Azilis, who will stealth and run up to melee you or try to take you out with a Solar shrapnel launcher. After the Wretches are down, you should be able to take out Azilis with your Super and Heavy and move on, but for better rewards you should take out all the Champions that will be waiting along with additional Shanks that should spawn in at 50% of Azilis’s health.

If you are running on Legend there will only be one Barrier Servitor, but, on Master, there will be two instead. These Champions are low priority and should be taken on last in almost every run, whether you are aiming for Platinum rewards or not. If you were focusing on slaying Azilis first, be aware of the Shanks that may have spawned in, and preferably defeat them before the Servitors can shield them. If you cannot do this, simply bait out the Servitors’ Barrier, stun them, and take the opportunity to blow up all remaining Shanks. After the Shanks are gone, quickly defeat the Barrier Champions, who will be taking Void shots at you, but typically not enough to actually use up a revive. Once you move past them through the door on the back right of the room, you will find the reward cache and you will be able to claim your prizes from running through the club.

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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