The Objective, “Anomaly Collapse” in Destiny 2.

Anomaly Collapse is an Objective in the Quest The Whisper in Destiny 2.

Summary[edit]

Complete the challenge of the Anomaly before it collapses.

Walkthrough[edit]

Jumping Puzzle[edit]

Movement boosting Exotics are key for the Jumping Puzzle portion and make it very easy to speed up portions of the run.

  • Recommended Equipment:
  • Once inside the Lost Sector: Grove of Ulan-Tan, you will see the normal Vex, but they will quickly vanish.
  • Make your way up to the Cache at the end of the Lost Sector itself.
  • You can bypass the whole Lost Sector with the augmented Jumping with the Lion Rampart and ST0MP-EE5
  • You can jump onto the rocks to the left of the cache beyond the tree nearby it.
  • From the cache, look across and you will see a new pathway in front of you
  • Jump across to the new passage
  • Inside this passage, you will find a Taken Blight blocking your passage forward.
  • Run into the Blight and destroy it.
  • From there, you will have find an opening in the floor below where the Blight was.


  • Start by running forward and through the openings in front of you.
  • After the 2 openings, you reach the first jump across a pit and through the narrow opening in front of you.
  • This leads to the red lit room.
  • The red light will mostly be your guide to know where to go throughout this puzzle, but there are times it will mislead you.
  • Jump down to the red lit ledge in front of you.
  • Land on the ledge, run and slide under the low opening to progress forward.
  • As you approach the edge of the ledge, you will need to worry about a hidden small piston that can knock you off the ledge.
  • Jump over to the ledge in the red light and look down to see the next red lit ledge with more pistons that can push you off.
  • Run past the first 3 pistons and then look down and to the left.
  • You will see a walkway beyond you, jump over to it.
  • Turn to the left and run off the ledge, going from there over to the 2 red-lit platforms.
  • Jump from one to the next and then over to the red-lit landing over to the right.
  • Continue to the ledge in front of you.
  • Jump around the corner and turn to the right.
  • Jump again to reach the ledge above you and onto the blue-lit landing.
  • Go forward and get over to the left-hand ledge.
  • You now need to crouch and then go along the ledge being mindful of the sliding blocks.
  • Proceed along the ledge one block at a time and get to the far end.
  • At the far end, you can stand back up.
  • Look across the gap to see the red lit ledge with the 2 half-domes above it, coming from the wall.
  • Head over to the right, where you will see a Vex Block on the wall that you can jump onto.
  • This piece acts as an elevator.
  • Warlocks and Titans can jump onto the right-hand semi-dome and simply jump up to the next blue-lit ledge you need to reach.
  • On this ledge, turn to the left with the platform, DO NOT FOLLOW THE RED LIGHT!
  • Go forward having turned left on the ledge to reach the passage that will lead you onward.
  • Go inside and follow it to the right.
  • This will lead you into a diamond shaped corridor you will need to cross through.
  • The Blue-lit section is stationary, but as soon as you enter the red-lit section, there are moving pieces.
  • There are 2 large pistons on the bottom right that will rise and fall.
  • Just past them, from the top left, are other pistons that will fall, blocking your path.
  • Quickly transverse this area and continue into the vast open chamber in front of you.
  • Here, you will see narrow ledges with Taken Burst Spots (the blast that can cause the Guardian be thrown away from it).
  • Jump over to the left-hand ledge first, attempting to land there just as the burst.
  • Quickly jump over to the next ledge on the right, again trying to land there after the burst.
  • Be careful as you approach the third ledge, Sniper Vandal will spawn behind you!
  • Land on the third platform and immediately slide under the overhang, dodging the Taken Burst.
  • Continue forward to the fourth and fifth platforms.
  • These are "guarded" by a Taken Knight.
  • You can also see a blue-lit opening ahead of you.
  • Run and jump over to the blue-light.
  • Go down this short hallway, jumping over the gap in front of you onto the walkway beyond it.
  • Go to the end of the red-lit ledge.
  • Turn to the right and look toward the half-domes.
  • Run and jump over to those half-domes and on tothe ledge just above the first set.
  • From there, head all the way to the end of the ledges.
  • Go to the back right portal and jump through it.
  • Slide on down it and get to the next section.
  • Run into the light into the "Moss Room."
    • There are 2 paths through the Moss room, below is the fastest way out.
  • Once in this room, drop over the first ledge and STOP!
  • Turn around and crouch, this will let you get underneath the stones in front of you and into the dark area.
  • Ghost will appear and lit up the area.
  • Go forward, over to the right, dropping over the ledge there and then forward across the gap there.
  • Turn to the right just after that, going up the stairs there.
  • Keep to the right, going past the long corner and then forward toward the opening.
  • You will see the narrow ledge on the left.
  • You will want to run along the ledge to the far side of it.
  • This leads to another platform standing over a pit.
  • Look down and across from you to spot a white-lit doorway.
  • Run and jump to reach this doorway well below you.
  • Go over the pit in front of you, but be mindful of the small section of moving stone above the target ledge!
  • Head to the back and turn to the left.
  • Jump onto the left-hand ledge in front of you.
  • Go to the end of the ledge and then jump across to either the small ledge or simply straight into the red-lit opening in the back left.
  • Go through this last red-lit room and turn to the right.
  • Go into the white-lit section and drop over the ledge.
    • Change your equipment to your combat set-up.
  • This will lead you into the first encounter room.

Encounter Room 1[edit]

Attempt to reach this section with 15 minutes to spare to have lots of time for the encounters.

  • This first encounter room requires that you clear it for you to progress on through.
  • There are a number of hovering Taken Grenades, 4-5 Blights and a number of taken foes scattered around.
  • The first grenade is just in front of you as you enter
  • Behind it to the left is a Blight.
  • In the back left, in the upper area, you will encounter a Taken Captain.
  • In the very back left you will find 1 of 2 Sniper Taken Vandals.
  • Another Sniper Taken Vandal is in the very back right.
  • Also in the back right is a Taken Captain.
  • Scattered throughout the room you will encounter Taken Thralls.
  • Getting through the first wave, you will have a second one spawn in.
  • This one has Taken Goblins and Vandals inside it.
  • In the middle you will find a grouping of Taken Vandals.
  • Defeating all of the enemies in this room will cause the Darkness Webbing over the back door to manifest, allowing the Guardian to destroy it.

Encounter Room 2[edit]

  • This is a much smaller room, but it presents a greater threat for it.
  • Inside you will encounter 2 Taken Captains, and a number of Taken Vandals.
  • It is recommended for someone to use their Super here to quickly eliminate the Taken Captains here, opening the way forward.

Encounter Room 3[edit]

  • Once again, you are in a large room with a number of Taken you will need to defeat.
  • On a ledge on the left you will see a Taken Knight you will want to prioritize.
  • Move over to the left from there and look straight back.
  • There you will see 1 of 3 Wizards that are in this room that you will want to defeat.
  • Move to the platform that had that first Knight after that.
  • Look to the right-hand side, across the way, to spot another Taken Knight.
  • Look down a little from that ledge to find another of the Taken Wizards.
  • Go up and to the left from there to take on the Taken Hobgoblin nearby.
  • Continue to move forward and look over to the left, toward the back left.
  • There, you will find another Taken Hobgoblin you need to defeat.
  • Nearby them, you can see the final Taken Wizard.
  • This one is quick to duck into a cave in the very back left of this room.
  • There are at least 4 Blights scattered throughout the room.
  • Throughout the room you will need to worry about a few Taken Acolytes.
  • In the front right of the room you will encounter a Taken Knight with a few Taken Acolytes.
  • Defeat all of the Taken and the Taken Webbing in the very back of the room, where the last Blight is, will manifest.
  • Destroy it and move into the last corridor.

Encounter Room 4[edit]

  • This is the final room before the boss room, and it can be a little tricky.
  • The minimum you need to do to progress is eliminate the Taken Hobgoblins in the area.
  • The first is almost straight across from you.
  • The second Hobgoblin is on top of the nearest pillar.
  • Turn around at this point to deal with a pair of Taken Centurions that are attempting to flank you.
  • Look to the left and up to the next straight pillar to the left to find the next Hobgoblin.
  • Next, it is recommended to star clearing all of the Taken Psions in the area.
  • Having cleared them out, turn your focus to the Taken Webbing that appears over the opening in the middle of the floor.
  • Shoot the center of the web to break it.
  • Drop down here to reach the final room.

Boss Room[edit]

Opening Wave[edit]

  • Before triggering the encounter, time to focus on clearing 2 of the Blights to make eliminating the bosses easier.
  • Go to the first Blight on the Left and attack its core.
  • Destroy it and then it is time to move onto the next Blight.
  • Go to the next Blight past the middle on the right-hand side.
  • Rush into it and destroy the Blight.
  • With the preparations complete, it is time to defeat all of the Taken Phalanx and Taken Centurions.
  • If you have a Hunter Arcstrider with the Raiden Flux armor, they can quickly destroy most, if not all of the Phalanx.
  • Once you clear all of the basic adds, return to where you entered this large chamber.

The Bosses[edit]

  • The first boss, Drevis, Aspect of Darkness is the Taken Captain who will be the closest to where you are in cover.
  • Drevis, while you are at range, will constantly be attacking with the Darkness Balls that can blind you.
  • Moving in is risky because you will also need to deal with the Arc Taken Shrapnel Launcher.
  • Drevis will mostly move left and right in the front area of this arena.
  • The next boss is Ta'aurc, Aspect of War.
  • This Taken Centurion will mostly attack with its Axiom Bolts if you are in cover.
  • given the chance, it will use its gun.
  • Most of the time, it will be moving around the middle of the arena.
  • Given enough time, Ta'aurc will move to the back of the arena and start attacking from the far back Blight.
  • The final boss to encounter is Urzok, Aspect of Hate, likes to be in the middle left portion of the arena.
  • There is a nearby cave that you can hide in to avoid most of its attacks and have a safe space to attack from.

Objectives[edit]

The Whisper Secrets[edit]