Destiny 2 Nightfall Solo Guide: The Arms Dealer
![[bracus-zahn]](images/bracus-zahn.png)
(Last updated: 2018/02/27)
The strike takes place in the EDZ. It has appeared with three different modifiers, and is part of the Legend of Acrius exotic weapon quest line, as the End the Arms Dealer mission. It is perhaps most notable for having a lengthy boss fight that can be truncated in a variety of ways.
Patch 1.1.3 and later: Kill everything before the boss. When fighting the boss, snipe the adds from cover, and don't die. Original guide is below.
If you turn around and jump up at the start of the strike, you can run back out into the public areas with the modifiers still active. This is particularly fun with Torrent.
Recommended Loadout
Equip standard loadout, but see modifier-specific notes.
Modifiers: Torrent + Timewarp: Zero Hour
You get 20 minutes for normal, 16 for Prestige.
- Nightstalker Hunter with Pathfinder and Graviton Forfeit can be very effective here, because you can skip most of the fighting at the elevator, and carry solar orbs while invisible (with a bit of practice).
 
Modifiers: Prism + Timewarp: Killing Time
You start with 11 minutes for normal, 7 minutes for Prestige.
- This variant adds a lot of Fallen.
 - On PC, the strike starts with arc polarization. It rotates after 11 seconds, and every 31 seconds after that. On other platforms it may start with solar polarization instead.
 - Tracking when the element will shift is a bit harder with TW:KT than other modifiers, because the on-screen clock bumps up every time you kill something.
 - You get +2 seconds for each red-bar enemy, and +7 seconds for each orange-bar enemy you kill. Assists count, so you don't need to land the killing blow, but you don't get credit for enemies killed solely by other enemies.
 
Modifiers: Prism + Timewarp: Anomalies
You start with 7 minutes for Prestige. The strike has only appeared with these modifiers in the End the Arms Dealer quest, so it's not known how much time would be available for a normal-mode run.
- Same polarization rotation period as TW:KT, though the initial element may differ.
 - There are 33 anomalies, for a theoretical maximum extension of 16.5 minutes. In practice the max time is capped at 22:30, so you gain maximum benefit from 31 anomalies (15.5 minutes). About a minute after entering the penultimate room some number of anomalies missed earlier will self-destruct, increasing the available time, so you can miss a fair number without penalty. Anomaly locations are noted in a separate list.
 - Merciless can be an excellent alternative choice for heavy weapon, as it allows you to do tremendous burst damage on the boss. You don't have large groups of mobs to deal with, so you won't miss the rocket launcher AoE once you're past the first open area.
 
Walkthrough
Starting Area
- You need to clear out all enemies in the area before you can activate the switch.
 
Torrent + TW:ZH
- If you're using an arc sub-class, start by throwing a pulse grenade at the gathering of Cabal. The best placement is to the left of the console pillar. You have to throw it early, though, to get the enemies to walk through it.
 - If you don't have pulse grenades, arc or solar cluster rockets can clear the room quickly.
 - Shoot the explosive barrel after the hostiles distribute themselves around the pillar.
 
Prism + TW:KT
- A modest force of Cabal and Fallen are fighting each other. The toughest enemies are the shielded Incendiors, so target those with a grenade or cluster rocket. Switch to the Fallen after most of the Cabal are dead. This works best if you're an arc class with a solar energy weapon.
 
Prism + TW:A
- You face a small group of Cabal. They can be killed with a single well-placed pulse grenade.
 
Landing Zone
- Convention: you enter from the southeast. The bridge to the next area is to the north.
 - There are six orange-bar Cabal units: two Honored Legionaries, two Honored Phalanx, one Honored Psion, and the Illicit Slug Shooter. None of these specifically need to die.
 - The upside of killing the heavies is that they drop power ammo, which means you can freely empty your rocket launcher to speed up the first section.
 - A few seconds after the flare goes up, a Thresher arrives over the middle of the area. Three seconds later it moves to the east side. Thirty seconds after that, it moves to the southwest, where it remains. Killing the Thresher isn't necessary, but doesn't take very long -- you need two rockets, or just one with a matching Prism polarization, and maybe a few pistol shots. Eliminating the Thresher makes this section much easier.
 - A ship will arrive and uncover the solar cell when most of the enemies have been killed. (The game will not advance if you just shoot one thing and then hide.)
 - Once the solar cell appears, grab it ASAP. You can pick it up without stepping into the trench. You can run along the western edge for a bit of cover from surviving units if you've killed the Psions or Vandals that lurk there.
 - As you run toward the dunk zone, head down the right side, avoiding the dogs and heavy Cabal that appear at the far end of the bridge. Jump up to the ledge on the right and then across the chasm.
 
Torrent + TW:ZH
- Throw grenades while jumping up, with a bit of a strafe. This will cause a lot of incoming fire to miss. Don't jump until you're ready to throw, though, as hanging suspended in mid-air is unwise.
 - The best place to do this is from cover on the south side.
 
Prism + TW:KT
- There's a Fallen slow-bomb just outside the door. You can run past it before it triggers.
 - A group of Vandals and a pair of Resilient Captains will come out of a door in the south as you enter. You can clear them quickly with a grenade or cluster rocket of a matching element.
 - If you want the opening to go quickly, use a void rocket launcher, as that will likely be the polarization when you emerge. Target the incoming Fallen, then take out the Thresher.
 - Sixty seconds after the flare goes up, a Skiff with Fallen reinforcements arrives, delivering more Vandals and and a Resilient Captain to the center area. Beware of the Skiff turrets, which hit hard.
 - When a large number of hostiles have been killed, a group of Fallen (Vandals and a Captain) emerge from a door in the northeast.
 - It's best to stay in cover on the south side due to the large number of Fallen.
 - The Honored Phalanxes tend to stay in the middle and draw a lot of fire, as does the Illicit Slug Shooter, so it's often best to kill them last. The Honored Legionaries are more aggressive and should be killed at the first opportunity.
 
Prism + TW:A
- A good place to stand is next to the tank under the Thresher (after destroying it). Peek out the left side to shoot, being mindful of the Honored Legionary and occasional Psion that will try to flank you to your left.
 
Dunk Zone
- After the dunk, immediately jump away northward. If you pause even briefly you'll probably lose about half of your health.
 - Run directly to the northern ramp area. The force field will clear just as you arrive. Throw a grenade, fire rockets, and pop your super to kill the mobs and Exiled Launcher (the "Lieutenant"), who should be emerging from a door in the back right. The damage reduction from the super will help you survive, which is all you really need to do. Once you're at the top of the ramp you have cover and only a few bad guys to deal with, and they tend to run down the ramp.
 - If you're heavily damaged en route to the ramp, and your super doesn't grant a healing pulse, you can slide under the ramp below the lieutenant and wait for healing. When it does, pop your super and run out. Don't try to fight from under the ramp.
 - There's a reasonable chance of dying here, but you've only invested a few minutes at this point, and rushing the Lieutenant saves a lot of time. If you die here you'll start back by the solar cell, and will likely be shot down running back across unless you spend a lot of time fighting. If you die before you kill the Lieutenant, restart the mission.
 
Torrent + TW:ZH
- As you're coming in for the dunk, throw a grenade at the spawn door ahead of you on the right, where an Honored Centurion appears. Note: throwing grenades interrupts your Warlock/Titan jump, so throw them right when you're about to land.
 
Prism + TW:KT and TW:A
- Your approach will need to be modified according to the current element. If you're a Striker Titan with a void rocket launcher, super if it's arc, use rockets if it's void, or panic if it's solar.
 - It takes just over 20 seconds to get from the end of the Landing Zone to the top of the ramp, with the dunk in between (starting from the orb grab it's closer to 30). If you're not sure where you are in the rotation, pick up the solar cell and wait before dropping onto the bridge. When it changes, wait 10 seconds, then start running. It will rotate to the next element just before you engage the Lieutenant. (While waiting you can collect ammo.)
 - TW:A: Two of the anomalies are hard to get in this section, as you can't hit them without exposing yourself to incoming fire.
 
Small Room
- Just run through while dodging. Depending on the placement of the enemies you can either scoot down the left side or run straight through the middle under the bridge.
 - TW:KT: Shoot the Shanks and throw a grenade at the others as you run through to pick up a few extra seconds.
 
Outside the Ship
- Get on your sparrow ASAP. You now have a few options.
 - Approach #1: head out to the right and turn up the ramp. There is a fair chance of getting killed on the ramp. One thing that helps is to dodge the sparrow 2x as you pass the big clump of bad guys near the top. (See The HM05's End the Arms Dealer video for an example.)
 - Approach #2: head straight forward. Jump up on the ramp halfway up, activate sparrow. You'll zoom past the bad guys as they're still running in, which is safe. Unless you get unlucky and they're already in position, in which case there's a decent chance of getting blown up. (See bresko91's speed run.)
 - Approach #3: head out to the left and jump up through the struts and rocks. It's pretty quick and you usually won't get hit at all, but it takes a little practice. (See Esoterickk's videos.)
 - The fastest approach seems to be #2, but #3 is the best approach because it's consistently safe.
 - TW:A: use an approach similar to #3, but you'll be jumping up the opposite side after shooting the anomaly there.
 
Two Tanks
- Convention: you enter from the southeast, and the exit is in the north.
 - The standard approach is to ignore the tank at the bottom, and summon the second tank as quickly as possible.
 - You have to kill the second tank and the Unsanctioned Blaster to open the door.
 - When the door opens, a pack of dogs will charge you. You can simply jump over them, as they will not pursue you past the top of the ramp. Killing them will net you 1-3 units of power ammo, so it can be worthwhile to clear them.
 - There are two common approaches to calling the tank, top-first and bottom-first.
 - Bottom First: drive your sparrow to the back of the pillar with the lower switch on it. Jump off your sparrow, jump up, and activate the switch from behind. Get back on your sparrow and drive to the red boxes in the northwest. Use those to jump up to the upper platform and hit the second switch.
 - Top First: drive your sparrow up the ramps to the upper switch. Jump off your sparrow, letting it continue a bit past the switch so it doesn't get shot up. Hit the switch, get back on the sparrow, and drive off to the back side of the lower switch. Jump up and activate the switch.
 - When you first step onto the upper deck, enemies will spawn in from the west.
 - Exploit: one trick you can use with the bottom-first approach is to throw a pulse grenade at the underside of the tank platform after you hit the upper switch. The tank takes substantial damage from the grenade as it lowers. Target the place where the central pillar meets the platform.
 
Torrent + TW:ZH
- Use the top-first approach to activate the switches. You may want to abandon the sparrow after the upper switch and just run to the lower switch, as this gives you an opportunity to throw grenades at a clump of Legionaries before they spread out.
 - While facing the back of the lower switch, look to your right to see the Cabal troops that will be coming after you. Throw a grenade.
 - Run to the back of the area, where there's a ledge and a tunnel you can hide in, throwing grenades behind you to kill pursuers. Just keep moving so the tank doesn't one-shot you.
 - Jump up high and throw grenades at the tank. Line your cursor up on a "wheel" and up at the line of the ceiling. One pulse or vortex grenade to each of the front "feet" will reduce the tank to near-death. Finish with a rocket or just keep throwing grenades.
 - Throw grenades at the Unsanctioned Blaster. The distance is tough to get right, but it's a little easier if you throw at the top of your jump. Pop him in the head with your kinetic a couple of times each time you land. (Don't try to shoot him while floating unless you're configured for hover.) Try to position yourself with a solid object between you and the lower tank.
 - You can super the Unsanctioned Blaster, but bear in mind that the Titan super can knock him off the platform if you hit him wrong, and you'll have to chase him down.
 - There's a small ledge up the wall on the rear platform that you can jump onto, and them across from there to the tank platform. This is the fastest way up. You want to jump toward the support arm in front of you and then veer right, rather than trying to jump directly at the platform, or you can get snagged on the wall.
 
Prism + TW:A
- Clearing the upper deck isn't necessary, but can make it easier to hit a couple of the anomalies, and it's easier to kill the tank from up top. If you want to do this, use the bottom-first activation sequence, and don't activate the top until the deck is clear.
 - You can clear the tank from the same northern position as in Torrent + TW:ZH. If the polarization matches your class, throw a grenade. If it matches your heavy, jump up, and a fire a rocket. If neither matches, use your energy or kinetic weapon to kill the Unsanctioned Blaster while you wait for it to rotate.
 
Prism + TW:KT
- You face a mix of Cabal and Fallen, but the path through the level is essentially the same as TW:A unless you're clearing the upper deck. You get a bit of a break as the lower tank will usually target nearby Fallen, and the mobs will mostly ignore you while fighting each other.
 - If you're waiting for the polarization to rotate, damage distant units. If they get killed fighting other hostiles you'll get a time bonus.
 - Kill the dogs with a cluster rocket or grenade for a quick burst of time as you run through.
 
Boss Meeting / Elevator
- There's no value in hitting Bracus Zahn hard here, as he heals fully before the final fight. He moves to a new position when you kill the nearby Legionaries and a couple of flame turrets.
 - A few steps into the room, there's a ledge above you on your right that you can jump to. It's generally easier to hit with grenades and rockets when firing downward, so it's usually a good place to start.
 - To start the elevator (which goes "forward and up") moving, you need to activate a switch on the second platform. About five seconds later, it will stop, and a Cabal drop pod with four Legionaries appears. The elevator will resume when all four are dead and you're standing on the lift. Nothing else here needs to be killed.
 - The elevator takes 30 seconds from when you jump on to when it arrives at the top.
 - The elevator will go up even if you're dead when the last Legionary dies. You'll spawn in at the back of the boss area.
 - Exploit: there's a "chain jump" trick you can use to make Bracus Zahn appear earlier. After clearing the room, but before activating the switch, jump up the elevator chain. Jump straight up high and glide forward, then repeat about 5 more times. If you slip and fall down into the lower area, single-jump until you're back at floor level. When you get near the top, come back down and hit the switch. Kill the Cabal pod while standing on the platform. When you jump back on the elevator, Bracus will appear at the top immediately. You can empty your rocket launcher at an unmoving target.
 
Torrent + TW:ZH
- Jump up to the ledge, kill the Phalanx, then kill the turrets and Legionaries from the side.
 - Head back toward the entrance and look down below the platform where the turrets were. You should see an Unsanctioned Blaster and a pair of Honored Phalanx, one on each side. The Phalanx will follow you up when you move to hit the switch on the next platform, and the Blaster will actively pursue you, so you really want to take them out. This is a reasonable place to use your super. (Not necessary to do this if you're a Hunter and will just go invisible on the elevator.)
 - If you stand on the first platform, the Honored Phalanxes will reposition on the ramps of the second platform.
 - The Exiled Launcher tends to stay in the lower center area, and can usually be avoided.
 - Kill the Cabal units on the second platform, and either jump directly to it (careful, you might fall short depending on your jump configuration) or jump up and hop across the ship that's suspended from the ceiling. The latter is recommended in case you missed somebody on the platform. Hit the switch.
 - When the drop pod appears, immediately throw a grenade.
 
Prism + TW:KT
- It's reasonable to clear most of the hostiles, since you get "time refunds" for everything you kill. The things that are slow to die will likely kill you if you don't do unto them first.
 - Jump up to the ledge near the entrance, and kill the Undying Servitor and nearby nasties.
 - From that same position, destroy the flame turrets, then the other Undying Servitor below.
 - Move out onto the platform, and kill the flame turrets and Honored Centurions on the other platform. The Honored Centurions have a hard time hitting you if you simply walk sideways while firing.
 
Prism + TW:A
- The composition of enemies is roughly the same as Torrent + TW:ZH. You definitely want to kill the Honored Phalanxes and Unsanctioned Blaster. Thinning out the rest of the room will improve your survival odds.
 - About a minute after opening the door, you will see a series of "Anomaly Destroyed" messages, and the timer will increase by as much as 4 minutes. It appears some number of the anomalies you missed earlier in the level self-destruct and grant you bonus time.
 
Boss Fight: Bracus Zahn
- Weapons used:
  
- Cabal Headhunter. Sniper rifle (or perhaps a linear fusion rifle), similar to Psion weapon. Used while health is above 35%. On normal it can knock off about half of your health, on Prestige it's closer to 75%.
 - Cabal Slug Shotgun. Used after health drops to 35%.
 - Rocket Jet Blaze (stomp attack).
 
 
- Convention: the direction you're facing when you look at the boss as you come up the elevator is North.
 
There are nine distinct phases:
- Top of the elevator. The boss stands at the top and snipes at you until the elevator stops. He then summons four flame turrets, moves to the center of the platform, and resumes sniping. When his health reaches 80% (a bit over halfway through his first bar), he flees southeast, rocket-jumping up to the SE tower.
 - Two sets of enemies spawn in from the eastern doors. The south group has 4 Legionaries, the north has 4 Legionaries and a Centurion. The boss will stand on the SE tower and snipe. At 65% health, Bracus shoots a flare and raises a force bubble, starting the next phase. He does not snipe while shielded.
 - Two Legionaries and a Centurion spawn in from the northeast door, and two more Legionaries come out of the southeast door. A Thresher flies in from the south, and a ship moves a barrier to uncover the solar charge in the southwest. Pick up the charge to move to the next phase.
 - A drop pod with 3 Legionaries and an Honored Legionary appears in the northeast, and a group with 2 Legionaries and a Centurion spawn from the far northeast door. The former moves toward the center, the latter camps out on the NE dunk spot. Dunk the charge to move to the next phase.
 - The boss floats down to the NE corner, where he sets up a pair of flame turrets. He then moves to the center, sets up a second pair of flame turrets, and summons dogs. The dogs arrive in 5 waves of 3-5 dogs, with an Honored War Beast in the mix. When his health reaches 50%, he starts running southwest.
 - Two sets of enemies spawn in from the western doors. 4 Legionaries per door, plus a Centurion in the north. The boss will stand on the SW pillar and snipe. When his health reaches 35%, Bracus shoots a flare and raises a force field.
 - Two Legionaries and a Centurion spawn in from the northwest door, and two more Legionaries come out of the southwest door. A Thresher flies in from the south, and the solar charge in the southeast is uncovered. Pick up the charge to move to the next phase.
 - A drop pod with a Legionary, an Honored Legionary, and a Centurion appears in the northwest, and a group with 2 Legionaries and a Centurion spawn from the far northwest door. The former moves toward the center, the latter camps out on the NW dunk spot. Dunk the charge to move to the next phase.
 - Bracus floats down to the center, sometimes bouncing off of an intermediate point. He will try to get up close and engage with a rapid-fire shotgun, usually firing in bursts of five. When his health is down to 25%, a group of 4 Psions will appear, two taking up position on the east side and two in the west (the SE is an Honored Psion). At ~10% health, a second group of Psions appears.
 
General notes:
- The structure of the boss fight is not affected by the strike modifiers.
 - Many phases can be skipped by doing a large amount of damage to the boss. This is possible because the boss does not become abruptly invulnerable or teleport around. For example, if you can get him down to 65% health before he jumps to the tower, he will bubble immediately. If he's below 50% before jumping to the tower, he will jump back down immediately and start summoning flame turrets, skipping the first dunk sequence. (See bresko91's speed run video for a demonstration.)
 - This is a long fight with a lot of adds and running around. It can take 10 minutes to finish if you don't skip any phases. (If you don't mind exploits, use the vortex tower glitch, or the chain-jumping trick, to finish the fight quickly. For TW:KT you must skip some phases, as you will arrive with insufficient time to run the full thing.)
 - If you get into melee range, Bracus will emit a very damaging AoE blast. He will even do this while fleeing to the towers, potentially lengthening the amount of time you have to do damage ("stomp baiting").
 - If you're attacking Bracus with a melee super on the northern catwalk, try not to stand near the north edge. There are open flame pits on the north wall that can kill you instantly if his stomp knocks you in.
 - Dogs can't hit you if you jump up on top of things. Unfortunately you'll be exposed to either sniping or Thresher attacks, so don't linger.
 - Exploit: Warlocks and Hunters can use vortex or solar grenades to damage Bracus inside his force bubble, by throwing them at the underside of his tower. With the Torrent modifier you can kill him in about a minute. The bug was still present as of week 16. (Ironically, this is the one thing that pulse grenades aren't good for.)
 
Torrent + TW:ZH
- The best place to stand initially is in the center, below where the loot chest spawns, as this will let you get a parting shot or two when the boss flees. However, it's safer and easier to throw grenades if you stand in the NW corner, over by the second dunk spot, and peek over the top of the ramp.
 - As soon as the boss starts fleeing to the SE tower, throw pulse grenades at the northeast door. This will damage the units as they enter, ideally killing most. The units from the southeast door will tend to jump west before heading north, so head south along the western edge of the center structure and kill them. Stick close to cover to avoid getting sniped.
 - When the adds are down, shoot Bracus with the rocket launcher. If he's dancing around a lot, stand squarely in the open for a couple of seconds, or shoot at the raised area behind him to get splash damage. Two hits should make him raise the shield. You can hit him with grenades, but it takes a bit of practice to land those without getting sniped.
 - Hitting the Thresher with grenades is easier if you jump up high before you throw. Two pulse or vortex grenades and some gunfire will kill it.
 - The enemies that come out of the drop pods tend to move through the north-center ramp, so you can pre-throw pulse grenades to catch them as they advance.
 - Clear the dunk areas before dunking. If you leave the Centurion alive, you will almost certainly be killed after slamming the charge. Remember that you can leave the solar cell on the ground for about 20 seconds before it dissipates, so drop it and shoot stuff.
 - After the first dunk, drop a grenade on his landing spot, then stand by the pillar and get ready to shoot the flame turrets. Throw pulse grenades at the ramp to kill the dogs -- so long as you keep one up at all times, they won't get to you. Sometimes one dog comes the long way around and bites you in the butt.
 - Shoot the second set of turrets, then resume throwing grenades at Bracus. You can then either throw grenades from where you are, using the slope of the ramp for cover, or move to the center-north position. The latter gives you an easier shot at the adds appearing in the NW.
 - When Bracus goes to the SW tower, you may want to pop your super to clear the adds. It clears them quickly and you're close enough to the tower that Bracus can't snipe you.
 - As in the first run to the tower, head to the north center and fire rockets to force the shield up. This puts you in position to throw grenades at the NW door when his shield goes up.
 - After the second dunk, Bracus heads to the center ramp, so pre-grenade it and hit him with a rocket as he touches down.
 - A good place to finish the fight is the SW corner, using the stub of his tower for cover. Shoot the nearby Psions and stand on the south side. If Bracus rushes you, fall off the back to the south, and jump back up if he chases you down.
 
Prism + TW:A / TW:KT
- In the first phase, whittle Bracus down to just below the halfway point on his first bar of health. Wait until the polarization changes to match your class, then nuke him. Zap him with your super, and throw a grenade and stomp-bait him into standing on it. Alternatively, unload the full clip from Merciless, and draw a stomp to give you time to reload. If you're a Warlock, create a healing rift along Bracus' exit path before you blast him so you can heal up as you follow him out. Make sure that you're always between Bracus and the exit when using a melee super.
 - If done correctly, he should end up below 50% health, and you'll skip the first dunk round. You will have to deal with a swarm of dogs, a handful of Cabal, and a Thresher, and he will set up the four flame turrets before fleeing to the second tower.
 - Titans can finish the fight with a rally-barricade rocket barrage. Use an arc super to send him to the tower, then move to the NW corner. When he floats back down the polarity should have shifted to solar, so set your barricade and fire solar rockets to kill him. If you get killed before finishing him you'll be in a bit of a tight spot, but the next round of arc or solar should finish the job. (See Esoterickk's End the Arms Dealer video for an example.)
 - The "chain jump" exploit is extremely effective with Prism. For example, if you're an arc class, activate the elevator switch, kill the drop pod units, then wait until the polarization goes void. Wait 3 seconds, jump on the platform, and empty your rocket launcher QUICKLY into Bracus as the elevator rises. You want the polarization to change to arc a few seconds before the (30-second) elevator reaches the top, so you can throw grenades while he's immobile. Pop your super before he starts to flee, so that he stands in your grenades while you stomp-bait him with your super. This can strip 90+% of his health before any adds appear. Run south along the west side of the center cover element as he flees -- don't chase directly after him or the adds will kill you -- and finish him off with a solar scout rifle. You can solo the entire boss fight in about 60 seconds if you don't get killed by Bracus' stomp or the flame turrets. (See Esoterickk's P+TW:KT video for an example.)
 
Recommended Videos
For Torrent + TW:ZH, look for videos from weeks 8 and 16.
For Prism + TW:KT, look for videos from weeks 1, 9, and 19.
For Prism + TW:A, look for End the Arms Dealer (Legend of Acrius) mission videos.
- The HM05 - End the Arms Dealer mission (Stormcaller Warlock, P+TW:A), with detailed commentary.
 - Esoterickk - End the Arms Dealer mission (Striker Titan, P+TW:A).
 - Esoterickk - Solo Prestige Nightfall (Striker Titan, T+TW:ZH).
 - Esoterickk - Solo Prestige Nightfall (Sunbreaker Titan, T+TW:ZH). Demonstrates thermite spamming.
 - Esoterickk - Solo Prestige Nightfall (Nightstalker Hunter, T+TW:ZH). Demonstrates hide & seek.
 - bresko91 - Solo Nightfall speed run (Striker Titan, T+TW:ZH). Extremely aggressive play, finished in 6:56. Boss fight reduced to two phases.
 - Chablo 91 - Solo Nightfall (Gunslinger Hunter, P+TW:KT). Demonstrates chain jump and Celestial Nighthawk.
 - Esoterickk - Solo Prestige Nightfall (Striker Titan, P+TW:KT). Demonstrates chain jump.
 
Anomaly Locations
Starting Area
- 01 Against the corner in the elevated area behind the switch.
 
Landing Zone
- 02 Above the entryway (look up as you enter).
 - 03 Southwest corner, attached to the huge shells.
 - 04 Off the western edge. Walk to the edge and look down.
 - 05 On the right side of the bridge heading toward the next area.
 
Dunk Zone
- 06 On the south wall, above the bridge you crossed to get here.
 - 07 Same wall, but to the left and up much higher.
 - 08 Down in a gap in the floor between the dunk point and the ramp the Lieutanant comes down.
 - 09 Behind a pillar, in the windowed area before the next room.
 
Outside the Ship
- 10 Against the wall to the right, behind some crates, as you enter the hangar.
 - 11 As you head out of the hangar, flip a U-turn to the left.
 - 12 Other side of hangar, a little higher up.
 - 13 High above hangar (drive out to the right a bit and look back).
 - 14 Up high, attached to ceiling at rear of ship.
 - 15 On side of ramp on far side of ship, near where ramp enters ship.
 - 16 Back side of boxes at top of ramp. Will be right in front of you as you climb up after shooting #15.
 - 17 From the top of the ramp, look back at ceiling.
 
Two Tanks
- 18 Below the lower switch, on the back side.
 - 19 By the red crates you use to jump up to the tank platform (NW corner).
 - 20 In the tunnel in the north.
 - 21 Western wall of the upper tank platform, behind some crates.
 - 22 Southern wall, up high, western side of the room.
 - 23 Directly above the second tank, up high on the south wall.
 
Boss Meeting / Elevator
- 24 Straight ahead from entrance.
 - 25 Straight ahead, up and to the left.
 - 26 After walking forward into the room, halfway up the left wall.
 - 27 On the ledge to the right of the entrance.
 - 28 Continuing forward from #27, on the right side.
 - 29 Below the tank on the left side, before the first platform.
 - 30 In front of the center pillar of the first platform.
 - 31 On the floor in the center area, near the center pillar of the first platform.
 - 32 Under the ship hanging from the roof, between it and the wall.
 - 33 Far side of the elevator.
 
Copyright 2018 Andy McFadden. All Rights Reserved.