Destiny guide: Moon story missions walkthrough and guide
Destiny players will travel to the moon on their second stop in a trip across the Solar System.
Moon: The Dark Beyond Level 6 Story Mission
Our first moon-venture begins quietly enough. There aren’t any enemies in the initial areas you explore if you’re following your radar, so as long as you’re heading in the vague direction of the goal, feel free to poke about – there’s lots to see.
Instead of spinmetal, the moon offers helium coils, so listen for their jangling and grab any you find along the way. Also keep an eye out for chests; they tend to be easier to spot than on Earth, and, this being a higher level area, have better loot inside. Almost every cluster of building will yield at least one randomly-spawning chest every time you pass through.
We’re on the trail of a lost Guardian, who recently recaptured the nearby Accelerator – the big structure that looks like monorail and the attached buildings – from the Fallen. Deploy your ghost at the objective, exit the room, and said Fallen will make a bid to take it back.
Assuming you’re standing facing out of the Accelerator complex back the way you came, the first wave spawns ahead and to your right. Watch out for the stealth Vandals and a Captain.
The second wave spawns directly in front of you, and isn’t much to worry about, being mostly Dregs, but before it’s finished the third wave arrives on your left. It boasts both a Servitor and a souped-up Captain. Take the Servitor down fast to stop it healing its friends, keep moving till pick off the weaker foes, then enjoy a duel with the Captain, cat-and-mousing around the patchy cover.
Facing along the path of the now-active Accelerator, travel along the left side and jump on top of the smallish, free-standing building. Look up at the Accelerator and you should see a Dead Ghost.
Moon: Dead Ghost #1
It’s quite tricky to find a foothold, but you have time to revive the Ghost by holding Square (PlayStation) or X (Xbox) while you’re in mid-air.
Moon: Dead Ghost #2
The Ghost is clearly visible from the ledge; look left to spot it against the far wall. Getting to the Ghost isn’t so hard, but getting back out is hard.
A Dreg will be zooming around on a Pike; shoot him – not the vehicle! – and you can claim it for yourself. It makes travelling through the foes ahead faster and easier. Watch out; it takes damage and will explode when destroyed. Use R2 to fire weapons; stick to short bursts as rate of fire decreases over time.
Follow your radar, but when the path forks go left, passing a damaged dome. Pick off enemies here if you like, but save exploring the dome and beyond for later. For now, stop just past the dome where some yellow barriers guard against driving off a cliff into a crevasse. Walk to the edge and look down to spot a ledge playing host to a Dead Ghost.
Watch out for two Dregs on Pikes as you move on. Taking them out is good practice for PvP. If you lose your Pike, don’t worry; there are two more parked just further along the path. There’s a knot of enemies on your right before you reach them, including a Captain, but if this worries you, dash past, grab the Pike, come back and teach them the error of their ways.
Stay on the path until you reach the Anchor of Light, a cluster of buildings and structures. Your goal is the cake-shaped building straight ahead of you; hope off your Pike and climb in. The easiest way in is by a ramp found on the left side, facing it from the path you came in by. Deploy your Ghost at the objective.
Before you follow your radar to the next objective – optionally retrieving your Pike – you might want to take a trip to a nearby Dead Ghost. See the boxout if you decide to make the trip.
Moon: Dead Ghost #3
It’s in the building with the tallest communications tower, which is full of baddies including a Servitor and nearby Captain. You need to climb up and into the second story, then jump up to the beams above. The Ghost is sitting on a join on the open side of the structure.
Following your radar takes you past a structure crawling with enemies, including a Servitor. Cruise past or dispatch them as you like; it’s worth searching all the buildings for chests if you fancy a bit of loot. When you’re done, the path passes through a narrow but short ravine, takes a turn, and runs into a rock wall – but don’t be fooled: you CAN drive a vehicle up it!
This area is the Temple of Crota. Deploy your Ghost over the downed Guardian to trigger a cutscene – and a welcoming committee.
As usual with the Hive, swarms of Thralls are the first – and a recurrent – threat. The Acolytes and Hallowed Acolytes tend to hang back, and once you’ve picked off the frontlines, will try to lure you through the doors and into an ambush.
Once inside, you’ll face a number of Acolytes and even a souped-up Wizard. Put them down. There’s a Gold Chest near this structure, but it’s not accessible during this mission; you’ll need to come back on Patrol or during the Chamber of Night, so just retrieve the Dead Ghost to complete the mission.
Moon: The World’s Grave Level 7 Story Mission
Remember that dome we bypassed before? We’re heading back there. You’ll face a group of Fallen on approach to the dome, as well as just inside. Pass through and head down to the entrance to the Hive lair; a couple of Hallowed Knights lurk here, waiting for you.
Enjoy the atmospheric downwards climb or just jump down level by level; there are no enemies here, despite the tension. At the bottom, don’t enter the narrow corridor right away – follow the water to your right, into a crevice under the ramp, to find your first Gold Chest on the moon.
Moon: Gold Chest #1
Walk through the water as if continuing the curve of the spiral you descended; the chest is tucked behind a rocky outcrop that looks like a dead end till you get quite close. Facing the door to the next area, it is on your right. Facing the water with your back to the door, it’s on the left.
In the next chamber you can do a bit of sniping rather than rush in, but watch out for the Knight’s ranged attacks. Don’t get too cocky, either; a little further in you’ll meet a Wizard and a couple of Acolytes lurking in a very small arena.
The next room hosts quite a big fight. A Tomb Ship warps in to kick things off, but the usual wave of Thralls is the first threat. The ramp down into this room makes an excellent funnel, but don’t get so distracted hanging back and sniping that you let the swarms get you.
The fight is complicated by a Wizard and a Shrieker (the first you will have seen, following this guide) as well as the now inevitable Knights. Hang back far enough and the Shrieker will remain inactive so you can pick off the Wizard comfortably. When you’re ready, move forward. The Shrieker can only be damaged when it is open, so pop a rocket in it (or unleash your machine gun) when it fires up. Be wary: it unleashes projectiles when it goes down, and these hit, ricochet and hit again, for significant damage.
Before you exit this area and enter a Darkness zone, turn back to face the room, then hug the right wall and check out the other side of the gorge to spot a Dead Ghost.
If you would like to collect another nearby Dead Ghost, now’s your chance; check the boxout for directions.
Moon: Dead Ghost #4
You’ll need to jump across the bottomless pit to reach the Ghost. The best way is from the lower platform. Jumping back is easier than it looks.
Moon: Dead Ghost #5
Immediately upon entering the Circle of Bones (bring up your Ghost to check your location), turn left and look for a tunnel guarded by two level 12 Hallowed Knights. These are tough foes indeed, but take them down and enter the section of balcony area they were guarding, noticing the grate blocking the path to the next section. Jump onto the fence – carefully! – and travel along it in a clockwise direction (where the clock face is the enormous great hole in front of you), then at the end, jump to land on the other side of the grate. Walk around this balcony quite a way to find the Ghost on a railing in plain view. The only way to exit this area is to perform a similar bout of platforming at the other end. This will leave you at the opposite “end” of the Circle of Bones.
Whether you picked up Dead Ghost #5 or elected to leave it, follow your radar around the Circle of Bones, fighting off the enemies you meet. You’ll encounter Wizards and Acolytes, mostly. Depending on which way you approach, you may need to deal with one set of reinforcements from a Tomb ship. Do a decent job of clearing them out ahead of the boss so you can retreat to safety if necessary.
The boss is in a tiny enclosed arena with a Wizard so if you have a grenade or Super ready you can kick things off nicely. Rockets do well here, too. The enemy is generally too stupid to follow you back out, especially if there’s at least two of you drawing their attention from the pair of entrances, so this shouldn’t be too hard providing you don’t rush in and get stuck in the middle. Watch out for the Hallowed Acolytes, though – en masse, they’re a headache. Once you’ve killed the Knight, you can stay to clean up or just leg it with the key, which you pick up automatically.
Following your radar, you’ll pass through an ornate room and enter a tunnel. Watch out – around the bend is a nest of Thralls, including your first Cursed Thralls. These little bastards explode when they die, so don’t melee them.
In the next room you’ll be attacked by Thralls, a couple of Acolytes and a Knight. Dispatch and climb to enter the final room of The World’s Grave.
Getting too close to the worshipping Hive triggers a battle, so take advantage of their inaction to get a few hits in. The real threat here are the two Knights and their hard-hitting cannons. Either take them down hard and fast during the initial confusion, or smack a few Acolytes to thin the ranks, and then retreat to the cover of the entrance, popping out to snipe.
Moon: Gold Chest #2
Facing the entrance from the objective, you should see a pool of water ahead of you. Search the right-most extreme of the puddle to find the chest against the rocky wall, near one of those lamp things.
Once this battle is done, don’t immediately deploy your Ghost. There’s a Gold Chest in the water in this room. Once you’ve got it, feel free to deploy and trigger the next – and final – battle.
Take out the Cursed Thralls quickly – not only does this minimise risk, but it may damage nearby foes. Keep an eye on the back platform, where ranged Knights and Wizards spawn. The final wave is a tense affair, with a couple of melee Knights charging up the ramps towards you.
Next: The Sword of Crota and Shrine of Oryx.