here ’ s how to unlock the Presage deputation and complete it .
Note : You must own Season of the Chosen to start this quest .
Finding the Distress Signal and unlocking Presage
To unlock the Presage quest and go after the Dead Man ’ south Tale lookout plunder, you need to find the Distress Signal inside the Arm ’ s Dealer Strike.
Open up the Director and select the Arm ’ randomness Dealer Strike node in the EDZ. When you land, clear the first room of enemies like you normally would. But rather of hacking the door and progressing with your mission, keep right and go through a newly opened doorway. You ’ ll find a beefy Cabal with a long ton of turrets. Kill him and his turret friends. Move advancing along the path and grab the Distress Signal from the crate on the final landing platform .
With the bespeak in hand, you can either arrant the strike like normal or leave immediately. Once you ’ re back in orb, head back to the Tower and talk to Zavala. He ’ ll station you on a quest to investigate the ship .
Presage
Open your Director again and navigate to the Tangled Shore. You ’ ll see a newly alien icon on the map. Select it to start the Presage mission .
presage is a very cool mission, and it ’ s filled with backtrack puzzles that ask you to run from one side of a room to the other, flip switches and changing the environment to your needs. none of the puzzles are complex, and is more of a daisy-chain of lever pulls than a puzzle .
We ’ ra going to go over the mechanics here, to help you figure out what you need to do in each section, but we recommend you and your buddies run through vitamin a blind as you can. Discovery is half the fun hera, so enjoy your first time through. We ’ ll give some undefined commission on the puzzles to help you along, but won ’ t give claim locations .
If you get stuck and just want to figure out where to go, we ’ ve linked Esoterickk ’ s alone run above. Follow their perspective to see where every lever and shootable object is .
Before you start Presage, you should know that it ’ s a 1250 activity. . If you ’ re above Power 1230, you should be fine. But combat will be hard no matter how high your Power level is, as the deputation forces you under level .
Outside
You start Presage outside the Glykon ship, standing on an carry fomite diggings. The large door in movement of you won ’ t open, so we ’ ll motivation to take the farseeing way. Look left for some pipes along the ship. Jump on the pipes and follow the path. good know that floating objects will block your derail, thus shoot them out of the way if you can .
Follow the bolshevik lights until you get inside the embark .
The first maze
You ’ ll be in a small maze here. Walk forward along the only path, exploring the rooms locked behind the destructible vents. At the end of the path, you ’ ll find a release that lets you explore the embark further. Enter it and proceed. Continue to follow the way until you reach the other side of that first gear big door. Pull the lever and give yourself a shortcut back .
The spores
nowadays that you ’ re on the other side of the big door, you ’ ll face down the deputation ’ s chief automobile mechanic : spores and spore doors. There ’ randomness a amobarbital sodium wall of dust blocking your path forward, and you ’ ll burn yourself if you touch it. Look to your left and you ’ ll see a group of spores. Shoot them to gain a special buffet called “ Egregore Link. ” The buff lasts 15 seconds, and you ’ ll be able to pass through the spore doors while you have it. .
Move forward and climb up the pipes, into the vents. Keep climbing through the vents until you reach an area with an electric fence .
The electric fence
Turn around from the fence and follow the path. Defeat The Scorn that engender and pull the lever at the end of the area. The pry opens a nearby door, which contains some spores. You ’ ll be doing this for the rest of the mission : find a lever or shoot a glow node, gain access to some spores, use them to breach the spore door .
Detonate the spores and jump the gap. Destroy the blue node to open the door and far explore the ship. hera you ’ ll necessitate to bounce second and away hitting levers, opening doors, and destroying nodes.
The trash compactor
If you ’ ve always seen Star Wars, this new room should feel very familiar. Drop down the shoot and pull the lever. Some enemies will spawn and you ’ ll need to kill them promptly. As you may have noticed, the walls of the rubbish compactor are slowly starting to close on you .
Look into the floor, through the grates. You ’ ll notification the like blue nodes you shot off the pipe to get down hera. Destroy all the nodes and a doorway will open in the floor. Jump through before you get smooshed .
Follow the vents until you reach the foremost major combat area. You ’ ll get a brief glimpse of the party boss here, but don ’ thymine focus on him. Kill the Scorn and move into the following fight zone in the airdock. Kill this group and get ready for more rise .
Back outside
With the Scorn dead, jump outside onto the glowing platforms. After a brief spacewalk, jump into the following airdock and climb up to the top. Go through the open door and into the inquiry room. Pull the pry in here to reveal some spores, and use them to exit through the nearby spore door .
You ’ ll face some more enemies in the future board. Find another lever and destroy a node to deactivate the electricity above you. Jump up and follow the path to reveal another group of spores. Use them to get through the door ahead .
Defeat some more enemies here, look for a lever, destroy the turret, and break another node. You ’ ll find some more spores here, which you can use to drop through the floor .
The second maze
This tangle is much trickier than the last, but there ’ s an easy solution. Run around until you find the spores. once you do, activate them, turn around and run forward. Take the second door on your left to reach the spore doorway before your timekeeper runs out. Pull the pry to get a shortcut back to the research room .
There ’ s a newfangled door open on your leave. Blow up the nearby research spores and take the fresh door .
You ’ ll want to pull another lever in here, which reveals a node hidden in the wall. Destroy it to gain access to more spores. Use them to clear the door .
The platform room
This board looks more byzantine but is quite bare. Push advancing until you reach a spore doorway and its nearby lever. Pull the pry to open a door mid-way between the end spore door and where you started. reelect to the starting signal of the board. Shoot the spore and then go to the mid-way room. Before your fan drops off, shoot the mid-way spores to refresh it. Make your room to the end of the room spore door and make your exit .
The Locus of Communion boss
You ’ ve officially made it to the foreman competitiveness. He can be pretty challenging if you aren ’ triiodothyronine careful, then take it slow .
There are two floors in this board, the upper floor and the kettle room below. The boiler room is besides hot to get to at the start, so you ’ ll necessitate to cool it down. clear up the enemies on the first floor and start looking for the levers. The first two switches are easy, they ’ re across from each other in the main area. The third base one is a bit more difficult. There ’ randomness one hot room on the amphetamine floor, and you ’ ll burn whenever you ’ re in there. Wait until you have full health and run in to pull the switch. You want to do this one last, as the estrus will turn off vitamin a soon as you ’ ve pulled the throw .
With all three switches flipped, drop down to the boiler room. Use whatever weapons you have to attack the Locus of Communion. If things get besides hairy, startle back up to the amphetamine deck. once you ’ ve dropped the bos ’ health to two-thirds, the boiler will heat back up. Head back upstairs and repeat this summons until you ’ ve killed the boss .
With the Locus of Communion dead, exit the room and discover what remains of the Guardian. Interact with them and head back to Zavala to pick up your exotic scout plunder.
What does Dead Man’s Tale do?
The Dead Man ’ randomness Tale is a 120 RPM scout rifle, making it unique to Destiny 2. The dead Man ’ sulfur Tale is Kinetic .
Its Exotic fringe benefit is Cranial Spike, which causes multiple preciseness hits in a row to deal increased damage and improve recharge amphetamine. The dead Man ’ sulfur Tale besides has the Transformative fringe benefit, alike to Hawkmoon. This is a proxy perk up, and players need to run the Presage mission again to re-earn Dead Man ’ s Tale with random perks like Outlaw or Vorpal Weapon. It looks like you can get two Dead Man ’ s Tales with random roles per-character per-week .
dead Man ’ randomness Tale besides has a Catalyst in the game files, but it ’ sulfur presently unavailable. It ’ south indecipherable when Bungie will unlock the Master version of the mission — a higher trouble — but it seems likely the Dead Man ’ sulfur Tale Catalyst will come from that .