Main Walkthrough
Welcome, Guardian, to the definitive guide for Destiny: The Taken King. This comprehensive walkthrough will navigate you through the heart of the Taken War, a desperate struggle against Oryx, the Taken King, and his insidious Taken army. Your mission is clear: avenge the countless Guardians who fell to Oryx's might, halt his invasion of our solar system, and ultimately, put an end to his reign of terror. Prepare for epic battles, challenging encounters, and a story that will forever change the Destiny universe. Follow these steps to ensure a smooth and successful campaign completion.
The Taken War Begins: First Contact on Phobos
The Taken King campaign kicks off with immediate urgency. You'll be thrown into the fray, discovering the devastating power of Oryx's Taken forces firsthand. This initial phase serves as an introduction to the new enemy types and the core mechanics of fighting the Taken.
Mission 1: The Coming War
- Location: Phobos, Mars
- Objective: Investigate the Cabal distress signal and confront the Taken.
- Key Enemies: Taken Psions, Taken Thrall, Taken Acolytes, Taken Phalanx, Taken Knight (Boss).
- Recommended Light Level: 240
- Strategy:
- Upon landing, you'll immediately encounter Taken forces overwhelming Cabal troops. Focus fire on the Taken Psions first, as their ability to multiply (splitting into two weaker Psions upon death) can quickly overwhelm you.
- Proceed through the Cabal base. Be wary of Taken Phalanx shields; they can reflect projectiles. Flank them or use abilities that bypass shields, such as grenades or certain Super abilities.
- You'll navigate through several skirmishes between Taken and Cabal. Use the chaos to your advantage, letting them weaken each other before you engage.
- The mission culminates in a confrontation with a powerful Taken Knight boss in a large hangar. Utilize cover effectively and focus on critical hits (the glowing spot on its chest). Grenades and supers are highly effective here for burst damage. Watch out for its fiery projectiles and ground slam attacks.
- Rewards: Experience, Glimmer, Uncommon Engram (Armor or Weapon), Introduction to Taken enemy types.
Mission 2: Shield Brothers
- Location: Phobos, Mars
- Objective: Infiltrate the Cabal base and eliminate Valus Mau'ual and Valus Tlu'urn.
- Key Enemies: Taken Centurions, Taken Knights, Taken Wizards, Valus Mau'ual (Taken Cabal Colossus), Valus Tlu'urn (Taken Cabal Colossus).
- Recommended Light Level: 250
- Strategy:
- This strike-like mission introduces the concept of fighting two bosses simultaneously. Valus Mau'ual and Valus Tlu'urn are formidable Cabal leaders who have been Taken by Oryx.
- Initial Approach: You'll fight your way through corridors filled with Taken Psions, Acolytes, and Phalanxes. Maintain a steady pace, clearing rooms before advancing to avoid being flanked.
- Encountering Mau'ual: You'll first encounter Valus Mau'ual in a large circular arena. He wields a powerful cannon and has a devastating ground pound ability. Keep your distance, use the pillars for cover, and chip away at his health. He will periodically summon Taken adds to support him.
- Tlu'urn Joins the Fight: Once Mau'ual is damaged sufficiently (around 50-60% health), Valus Tlu'urn will join the fight, dropping from above. Tlu'urn is more agile than Mau'ual and uses a shield that makes him immune to frontal damage. He also has a powerful melee attack.
- Boss Strategy: The key here is crowd control and focused fire.
- Prioritization: It's generally advisable to focus fire on one Valus at a time to reduce the incoming damage. Tlu'urn, with his shield, can be harder to damage consistently, so some teams prefer to burst down Mau'ual first.
- Mau'ual Tactics: Keep your distance, use cover, and aim for his head. When he prepares his ground pound, jump to avoid damage.
- Tlu'urn Tactics: When Tlu'urn charges, evade his melee. His shield only protects his front, so flank him or wait for him to turn to attack. Grenades and Supers can bypass his shield.
- Combined Assault: When both are active, maintain situational awareness. One Guardian can kite one boss while the others focus on the other. Supers and heavy weapons are crucial for quickly eliminating one of the Valuses. Consider using Supers that deal high single-target damage (e.g., Golden Gun, Nova Bomb) or provide excellent crowd control (e.g., Fist of Havoc, Ward of Dawn).
- Add Control: Both Valuses will summon Taken adds throughout the fight. Clear these quickly to prevent being overwhelmed, as they can distract you from the main targets.
- Common Pitfall: Getting caught between the two bosses' attacks or being cornered by their adds. Maintain mobility and use cover effectively. Don't be afraid to retreat to a safer position if you're taking too much damage.
- Rewards: Experience, Glimmer, Rare Engram (Weapon), Legendary Mark, access to the next mission.
Journey into the Dreadnaught: Oryx's Domain
Following the initial encounters, the trail leads directly to Oryx's colossal warship, the Dreadnaught. This ancient vessel, a mobile fortress and a tomb, becomes your primary battleground for the majority of the campaign. Expect tight corridors, open arenas, and the constant threat of the Taken.
Mission 3: The Dreadnaught
- Location: Rings of Saturn (Dreadnaught)
- Objective: Board the Dreadnaught and establish a foothold.
- Key Enemies: Taken Goblins, Taken Captains, Taken Minotaurs, Taken Knights.
- Recommended Light Level: 260
- Strategy:
- This mission focuses on exploration and adaptation to the Dreadnaught's unique, dark, and labyrinthine environment. You'll encounter new Taken variants here.
- Taken Goblins: These enemies can link to other Taken, making them immune to damage. Always prioritize destroying the Goblin first to break the shield.
- Taken Captains: These formidable foes fire blinding darkness blasts that obscure your vision. Engage them from a distance or use abilities to stun them.
- Taken Minotaurs: Similar to their Vex counterparts, these Minotaurs will aggressively teleport and charge. They have a void shield that requires void damage or sustained fire to break.
- You'll navigate through the hull of the Dreadnaught, fighting through waves of Taken. The environment is often dark, so keep an eye out for enemy glow.
- The mission introduces the "Court of Oryx" patrol zone, a public event area where you can summon bosses for additional rewards and lore. You'll pass through this area, but participation is optional for the mission.
- The mission culminates in activating a transmat zone, securing your initial foothold on the Dreadnaught.
- Rewards: Experience, Glimmer, Dreadnaught Patrol unlocked, access to new vendors on the Dreadnaught.
Mission 4: Enemy of My Enemy
- Location: Dreadnaught
- Objective: Investigate a Hive ritual and disrupt Taken operations.
- Key Enemies: Hive Knights, Hive Wizards, Taken Knights, Taken Wizards, Taken Centurions.
- Recommended Light Level: 270
- Strategy:
- This mission sees you navigating deeper into the Dreadnaught, often encountering both Hive and Taken forces fighting each other. Use their conflict to your advantage, letting them weaken each other before you engage.
- You'll move through several large chambers and corridors. Pay attention to environmental hazards, such as Hive booby traps or Taken blight zones.
- One section involves navigating through a dark area with many Thrall and Acolytes. Use your Ghost's light or a weapon with a flashlight attachment to improve visibility.
- You'll eventually reach a large ritual chamber where a Taken Knight boss is performing a ritual. This Knight has a high health pool and can summon additional Taken (often Taken Acolytes and Phalanxes). Focus fire on the boss, using your Super and heavy weapons. Clear adds periodically to prevent being overwhelmed.
- Common Pitfall: Getting caught in crossfire between Hive and Taken, or being surrounded by adds during the boss fight. Prioritize high-threat enemies like Wizards and Centurions.
- Rewards: Experience, Glimmer, Rare Engram (Armor), new lore entries.
Mission 5: Outbound Signal
- Location: Dreadnaught
- Objective: Locate and activate a distress beacon to signal the Tower.
- Key Enemies: Taken Psions, Taken Centurions, Taken Captains, Taken Wizards.
- Recommended Light Level: 270
- Strategy:
- This mission involves navigating through more of the Dreadnaught's interior, often through tight, winding passages. You'll be tasked with activating several signal relays.
- Each relay activation point will trigger a wave of Taken enemies. Be prepared for ambushes.
- One section requires you to defend a point while your Ghost works on the signal. Set up defensive positions and prioritize enemies that try to rush your location.
- The mission culminates in a final stand against a large wave of Taken, including several Taken Captains and a powerful Taken Centurion. Use your Super and grenades for crowd control and high-value target elimination.
- Rewards: Experience, Glimmer, Uncommon Engram (Weapon).
Mission 6: The Promethean Code
- Location: Dreadnaught
- Objective: Recover a critical piece of Golden Age technology.
- Key Enemies: Taken Goblins, Taken Phalanxes, Taken Knights, Taken Wizards.
- Recommended Light Level: 280
- Strategy:
- This mission takes you into a Vex-like section of the Dreadnaught, suggesting Oryx has been experimenting with other species.
- You'll encounter more Taken Goblins, so remember to prioritize them to prevent shielded enemies.
- The mission involves navigating through a series of puzzles or environmental challenges, often requiring you to activate switches or stand on plates to open doors.
- The final encounter involves a Taken Knight boss guarding the Golden Age tech. This Knight is particularly resilient and will summon waves of Taken Goblins and Phalanxes. Focus on the Knight, but quickly eliminate Goblins to prevent the Knight from becoming immune.
- Rewards: Experience, Glimmer, Rare Engram (Armor).
Mission 7: Last Rites
- Location: Dreadnaught
- Objective: Follow Eris Morn's instructions to prepare for the final confrontation with Oryx.
- Key Enemies: Taken Acolytes, Taken Thrall, Taken Wizards, Taken Knights.
- Recommended Light Level: 280
- Strategy:
- This mission is more narrative-focused, with Eris Morn guiding you through ancient Hive rituals and secrets within the Dreadnaught.
- You'll navigate through areas filled with Hive symbols and structures, learning more about Oryx's power and the nature of the Taken.
- There will be several encounters with Taken forces attempting to stop you from completing the ritual. These are generally smaller skirmishes, but can still be challenging if you're not careful.
- The mission culminates in a ritual that reveals Oryx's true location and prepares you for the final battle.
- Rewards: Experience, Glimmer, Legendary Mark, significant lore progression.
Confronting the King: The Final Showdown
As you delve deeper into the Dreadnaught, you'll uncover Oryx's true intentions and the source of his power. The final missions are a direct confrontation with the Taken King himself, requiring mastery of your Guardian's abilities and a solid understanding of Taken mechanics.
Mission 8: Regicide
- Location: Dreadnaught, Oryx's Throne World
- Objective: Confront and defeat Oryx, the Taken King.
- Key Enemies: All Taken types, Oryx (Taken King).
- Recommended Light Level: 280
- Strategy:
- This is the climactic battle of the campaign. Oryx is a multi-phase boss with unique mechanics.
- Phase 1 (Ship Battle): You'll first engage Oryx in a ship-to-ship battle aboard your jumpship. This is a rail-shooter segment. Focus on his weak points (glowing areas) and dodge incoming fire from his cannon. Keep your reticle on him for sustained damage.
- Phase 2 (Ground Battle - First Encounter): Once on the Dreadnaught, you'll land in a large arena. Oryx will appear as a massive entity. He will summon waves of Taken (Acolytes, Thrall, Phalanxes). Your primary goal here is to damage him enough to trigger his next phase. Aim for his chest when it glows. Use cover to avoid his powerful attacks.
- Phase 3 (Throne World - Final Encounter): You will be transported to Oryx's Throne World, a dark and ethereal dimension. This is the main boss fight, consisting of several distinct mechanics:
- Initial Engagement: Oryx will be present in the center of the arena. He will periodically slam his fist, creating a shockwave. Jump to avoid damage.
- Mechanic 1: Corrupted Light: Oryx will periodically summon "Corrupted Light" orbs (large, dark spheres) that float towards you. You must destroy these quickly, as they will explode upon reaching you or after a short delay, dealing massive damage. Prioritize these above all else.
- Mechanic 2: Taken Blight: Oryx will create Taken Blights on the ground. Standing in these will damage you and slow your movement. Avoid them at all costs.
- Mechanic 3: Taken Echoes: Oryx will summon powerful Taken Echoes (usually a Taken Knight or Captain). These must be defeated to progress to the damage phase. Focus fire on them.
- Damage Phase: After dealing enough damage to the Echoes or clearing certain mechanics, Oryx will become vulnerable, often indicated by his chest glowing brightly. This is your window to unleash all your heavy weapons and Supers. Focus on his chest cavity for critical hits. He will usually be staggered during this phase.
- Add Waves: Throughout the fight, Oryx will continuously summon waves of Taken adds (Psions, Thrall, Acolytes, Phalanxes). Clear these regularly to prevent being overwhelmed, but always prioritize Corrupted Light orbs and the current objective.
- Final Stand: As Oryx's health gets very low, he will enter a final stand phase, often unleashing more aggressive attacks and summoning more adds. This is the time to use any remaining Supers and heavy ammo to finish him off.
- Recommended Loadout:
- Primary: A high-impact Scout Rifle or Pulse Rifle for consistent damage and precision shots on Oryx's chest and adds.
- Special: A high-impact Sniper Rifle for critical hits on Oryx during damage phases and for quickly eliminating Taken Echoes. Alternatively, a Fusion Rifle can be effective against shielded Taken.
- Heavy: A high-damage Rocket Launcher (e.g., Gjallarhorn, Truth) for burst damage on Oryx, or a high-capacity Machine Gun for sustained add clear and boss damage.
- Subclass: Choose a subclass that offers good survivability, crowd control, or high single-target damage.
- Hunters: Golden Gun (for boss damage), Nightstalker (for tethering adds and debuffing boss).
- Titans: Defender (for Ward of Dawn protection), Striker (for Fist of Havoc crowd control).
- Warlocks: Sunsinger (for self-resurrection and grenades), Voidwalker (for Nova Bomb boss damage and add clear).
- Common Pitfall: Not coordinating fire on Corrupted Light orbs, leading to team wipes. Getting overwhelmed by the sheer number of Taken adds. Not utilizing cover effectively during Oryx's attacks.
- Rewards: Experience, Glimmer, Legendary Engram (Weapon), "The Taken King" achievement/trophy, and access to post-campaign content.
Congratulations, Guardian! You have faced the Taken King and emerged victorious. The fight against the Taken, however, is far from over. New challenges, quests, and secrets await you in the post-campaign world of Destiny: The Taken King, including the King's Fall Raid, Court of Oryx challenges, and various Exotic quests.
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