Destiny 2 – Saturnism Mission Walkthrough

Archak Mitra
4 Min Read

In Destiny 2: The Edge of Fate, Bungie takes things in a more open-ended quest direction, allowing the player some freedom to explore and find missions on their own terms. Exile’s Accord: Strangelet is one of the first quests available after one arrives on the new destination, Kepler, and is a chain of quests meant to get players familiar with the use of the Relocator cannon—a traversal tool that takes center stage throughout the campaign.

Of these missions, Saturnism is one of the brief but mechanics-intensive ones. Although the actual mission is not too challenging, finding and unlocking it can be disorienting because of Kepler’s multi-layered geography and meager quest markers. This guide will take you step by step through every bit of it—from finding the start of the mission to its pivotal encounters.

Finding the Saturnism Mission

To start Saturnism, proceed to Augur’s Bethel on the eastern border of Kepler. From the quick travel location, go towards a Matterspark pylon, which leads to the beginning of a long, winding tunnel cut into a shallow recess nearby. The tunnel will lead you to a concealed chamber with a Relocator cannon.

Before you can continue on, you’ll have to energize a plate in a side room to open up an adjacent door. Within the new room, a fight encounter will start.

You’ll be up against several Fallen Captains—each dropping explosive charges on death. Your objective is to throw these charges at Ether canisters located throughout the room. Detonating three of them will unlock another door on the lower level, leading to a mini-boss fight. Defeat this enemy to officially unlock the Saturnism mission node.

Starting the Mission: Relocator Ricochet Tutorial

Upon entering the Saturnism mission, players are introduced to a new use of the Relocator: using ricochets to activate plates and puzzles. You’ll need to complete a short traversal gauntlet, using Matterspark jump pads and engaging in light skirmishes before reaching Relocator II—an upgraded version of the device.

This expanded Relocator enables your bullets to interact with aerial satellites, which have the ability to bounce signals towards wreckage and other plates within the room. To start the puzzle, walk around and fire the aerial relay behind your initial spawn location to activate a teleport plate. The ricochet feature will be an integral component of future traversal and puzzle sections throughout Kepler.

Main Encounter: Disable Central Machinery

The central fight in Saturnism challenges you to destroy three machines at the centre of the arena. They are covered and need to be rendered incapacitated by salvaging components from Shank minibosses all over the arena. Each of them drops sabotage gear that can be employed to incapacitate a core.

The overall path to each of the minibosses is:

  • Running through pipes under the entrance section for the first Shank.
  • Utilising Matterspark boosts to get to an inaccessible hidden tunnel above for the second.
  • Activating a Relocator cannon to teleport to the upper platform for the third time.

All miniboss battles are fairly simple and don’t bring in new mechanics—just kill the target and grab the required sabotage part.

Final Fight: Fallen Vandal Miniboss

When all three main machines are defeated, the last obstacle is a Fallen Vandal miniboss. There are no gimmicks or special mechanics—simple fight and fight. Use your powers and Supers liberally to take him down quickly.

Killing this last enemy will finish the Saturnism mission.

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Despite holding a degree in Chemistry Majors, Archak found himself as an Author. His love for games and choccy milk is unmatched! When not writing, Archak can be found indulging with motorcycles. After all, four wheels move the body but two wheels move the soul!
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