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Winter's Run
Winter's Run is a Strike Mission that takes place in Venus's Ishtar Sink. sion with up to 3 total Fireteam Members and the mission contains a heavy concentration of both Fallen and Vex opponents. This mission is initially intended for players around level 14, but, once the Strike Playlist is unlocked, this Strike may be played scaled to levels 18, 20, 22, or 24.
Mission Start
Players will find themselves starting in original spawn of almost all Venus Story Missions and the Venus Patrol spawn. From here, players should summon their Sparrows and head left, along the road, through a short tunnel and into the next clearning.
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Once players reach this spot, they will be told to move into the caves above, near some scafolding. Next to these caves lie a number of Level 11 Dregs, Vandals, and two Captains. Some of these enemies may be avoided by jumping directly to the level where the cave entrance is, but, in either case, players should elminate those enemies in the way and proceed into the cave.
Players will continue through a few tunnels until they reach a small contingent of Fallen and Vex fighting. These enemies will now be scaled appropriately to match the level of the Strike. Once these enemies have been dealt with, proceed a little farther until a larger cavern is entered. Again, Fallen and Vex will be fighting, but the cavern is mostly occupied by the latter, primarily Goblins, Harpies, and Hobgoblins, but most notably a Hydra.
Be sure to take out the Hobgoblins sniping in the back first, then players can tackle the Hydra. Once all these enemies are elminated, proceed higher into the cave, dispatching more enemies, until the exit at the top of the cave is reached. From here, players will go through another short tunnel until they enter another clearing.
In this clearing lies a very large, docked Fallen Ship, the one they entered in the previous Story Mission, Scourge of Winter. Unlike that previous mission, however, this clearning is occupied by Vex, including Goblins, Harpies, and Hobgoblins. Players wielding sniper rifles can make short work of many of these opponents. but, regardless of the manner, once these enemies are killed, players will be given their first objective.
Defend - Hack the Gate
Instead of going into the ship, like in the Scourge of Winter, the Ghost will inform players that they must hack their way through a gate that is blocking the pathway. Therefore, players will need to place their Ghost by the console and prepare for three waves of Vex reinforcements.
Players have a number of options as to where they shall hold up. It is certainly possible to engage these waves of enemies directly, but, if players wish to play more safely, they may find higher ground on a pathway above the area where the Vex spawn (as indicated by the Ward of Dawn bubble shield in the above picture). If players are very concerned with these enemies, they may be able to retreat farther down the pathway from which they came, choosing to snipe or precisely shoot at the spawning enemies from across this clearing.
However players wish to deal with these enemies, they will face three waves. The first wave is usually the easiest, comprised mostly of Goblins and Harpies.
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The second wave, however, spawns several Axis Minotaurs (yellow health-bars) next alongside more Goblins and Harpies. Players also need to be aware that a small contingent of Goblins and sniping Hobgoblins appear on the pathway above the rest of their comarades (again, the area indicated by the bubble shield). It is best that these sniping Hobgoblins are taken out first, so that players will not need to worry about being either shot in the back or sniped.
The last wave brings less Minotaurs to the fight but replaces them with two Axis Hydras. With them will, again, be some Goblins, Harpies, and possibly a few Hobgoblins. Stay on higher ground, if necessary, eliminating first the Hobgoblin snipers and then the smaller enemies, since they can walk around and flank players. The Hydras, on the other hand, will not be able to stray far from their original spawns, and can easily be taken down when there is no pressure from smaller enemies.
After dealing with these three waves, the Ghost will open the door, allowing players to move on.
Proceed to the Boss Room
Once the gate is open, players will once again go through a tunnel. On the other side of this tunnel lies four Pikes, allowing players to more easily reach their next destination. Although players do no need to use the Pikes, they are highly recommended.
In any event, players will head through a canyon until they reach a large, open field. On the side of this field, players will be attacked by a small bastion of Hobgoblin snipers backed up by a couple Goblins. Pikes will make short work of these enemies; players just need to be aware that the vehicles are not the most heavily armored and can be damaged very quickly. On far end of the field will spawn some more Hobgolins, but also a few Harpies and Minotaurs. Players should be sure to take out the sniping Hobgoblins first, dodging incoming shots with the use of the shoulder button strafing. The Harpies are quickly downed by Pikes as well as the Minoutaurs, just be sure to preserve the Pikes.
Once these enemies are elminated (or even wholly bypassed), players will proceed down the path at the end of the field. After a short trip, they will come to the end of the line for vehicles: another smaller, rocky area, populated by Goblins and two Hydras, one on the road and one above. The Goblins don't pose much of a threat to Pikes, but the Hydras do. Players on Pikes can easily deal massive amounts of damage to the Hydras, as long as these players do not get caught on the walls and suffer barrages of fire. If players are careful, however, both Hydras, can be easily dispateched by Pikes.
The reward for destroying these Hydras and Goblins is minimal, however, as players must now diembark from their vehicles, jump up to the area where the elevated Hydra was, proceed through a short distance, and enter the boss room.
Boss - Aksor, Archon Priest
Upon enter the boss room (technically another clearing), players will once again be reunited with the Fallen who are in the midst of fighting one last group of Vex: Goblins, Harpies, and a Minotaur. The Fallen, on the other hand bring to the fight a number of Dregs, Shanks, Vandals, and a Captain. This room is rather large and, to elminate all foes, players will need to proceed to the back of this area.
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Once all the enemies have been cleared out, the large pod nearby the central structure will open, ushering in the boss, Aksor, Archon Priest.
- Aksor, Archon Priest - Aksor, the final boss of the Winter's Run, behaves like a tougher version of the regular Fallen Captain. Aksor is larger, tougher, slower, and deals more damage than Captains, however. Aksor still has the short-range teleport of the Captains, however, and his melee, like most bosses, is devastating. Thankfully, unlike the Captains, he has no shields, only health. Players looking for permanently safe areas to hide from Aksor will find none, as he is very mobile and will move in order to get a firing angle.
By himself, Aksor does not pose much of a challenge for players. Although he hits hard and can take hits himself, Aksor is fairly slow-moving, giving players time to shoot and get to cover. The real dangers in this fight are the numerous enemies who periodically appear during the fight.
Like any Strike Mission's final boss, Aksor has a large number of reinforcements. The enemies he summons, however, are plentiful and powerful. Every type of Fallen is released, including Vandals with yellow health bars. High Servitors are also present, giving the enemies shielding. A few shots from a sniper can take out the Servitors. If you remember to strafe (Move from side to side), you can easily dodge enemy fire while aiming for the Servitor. The shanks should be taken out with melees if they're close. This leaves you to gain a powerup from your respective class upgrade. Dregs should be the next target as their vast number will take out your health in seconds.
Players also have to be on the lookout for regular Fallen Captains. But the biggest danger players will face are likely from the sniping and cloaked, sword-wielding Vandals who appear. Players will need to be on the lookout for sniper Vandals who set up in the room (usually only in two locations - the cliffside platorm and the upper caves) as these enemies can easily dismantle any fireteam. Players will also have to be wary of cloaked, sword-wielding Vandals who can easily ambush and take down unaware teammates. If the snipers are bothering you, sprint for them. There's a higher chance of them hitting you if you're distracted by enemy fire. Make sure the cloaked Vandals crowd up. One well-placed grenade and a few shots from your weapon will easily deal with them. Be Warned: Though his walking is slow, Aksor had a deadly teleportation ability. Out of nowhere, he can be next to you and land a devestating melee attack. Always watch your radar and your back while fighting off the other foes.
After these enemies are eliminated, however, players will have almost free reign to damage Aksor, who can very easily eliminate a fireteam on his own if you're too lax. He may occasionally spawn more Fallen. Please refer to the Destiny Weekly Nightfall Strike Guide when facing this strike. There are important spots that shouldn't be missed.
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