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Charge is the ninth campaign mission in Destiny 2: The Edge of Fate. This quest requires you to restore power to the Aionian Campus by destroying a group of Vex in the area. There are quite a few Matterspark puzzles along the way, but this handy IGN guide will walk you through the entire mission and help you defeat the boss at the end.

Find the Reactor

The opening of this mission is linear without any combat, so just follow the objective markers and carefully jump across the gaps while you listen to Ikora and Orin on comms. When you seemingly reach a dead end, squeeze through the small opening in the wall highlighted by some glowing green growths. Then, crouch along the pipe to reach the next area.

You'll find yourself in a combat arena filled with Fallen troops, and your next objective is to charge each of the Pylons in the area.

Charge the Pylons

This section is the introduction to this mission's main mechanic. Use Matterspark to charge up the two Pylons in the center of the room. They're on opposite sides of the reactor near the Matterspark power up, so you can't miss them.

There are Mattermorph pylons in this area, but you don't need this power yet. Ignore them for now.

Once you've shocked both of the Pylons enough to fully charge them, interact with the reactor in the center of the room to proceed. A nearby door will open and a small Fallen squad will ambush you. Take them out and head into the room where they came from.

Locate the Generator

Inside the next room, there's a shielded chest. Head forward past it and jump across the canyon to grab the Matterspark power up, then double back to charge up the Pylon by the chest to open it.

Once you've gotten that loot, use Matterspark to continue through the linear canyon section. Squeeze into the vent at the end, then proceed along the linear obstacle course in ball form. You'll have to pull off some precise jumps to reach the upper area, so take it slow to avoid falling.

Charge the Pylons Again

After another brief parkour segment, you'll find yourself in another combat arena with some more Pylons to charge.

One Pylon is located on the pipes running along the ceiling of the room, while the other is in a hidden compartment behind a seemingly inaccessible Matterspark hole. To reach them, take out the Fallen squad led by a shielded Captain, then grab the Matterspark power up.

Head into the small tunnel directly behind the power up. It'll take you through the vents all the way to the first Pylon. Charge it up, then jump out of the hole to your right to return to the main room.

To reach the other Pylon, you have to pull off some Matterspark parkour. Above the previous hole you squeezed into, there are some crates you can jump onto to reach another vent higher up. Climb up to the pipes, then squeeze into the vent hole. This'll take you all the way to the second Pylon (be careful not to fall when you leave the vents).

Return to the Reactor

When you charge the second Pylon, the nearby hole will open so you can return to the main area. Now, activate the generator and proceed to the next area.

Follow the objective markers to head back to the reactor. Take out the Fallen along the way and prepare your loadout for a boss fight up ahead.

Boss Battle: Reactor Saboteur

Your first real challenge of this mission is to destroy the Master Technician. The Reactor Saboteur is a huge Fallen Heavy Shank guarded by a large army of Fallen, including quite a few flying Corsairs.

It's very easy to get overwhelmed in this section since the Corsairs and Shanks can easily get an angle on you no matter where you hide. Play it safe and use long-range weapons and abilities to clear the minor enemies so you can focus on the boss.

Once you get the Reactor Saboteur's health bar down a little bit, it'll shield itself. Activate the reactor in the center of the room, then follow the objective marker out of the arena and into the next room. You'll come back in a bit, but it's time for some more Pylon charging for now.

Locate the Second Generator

To reach the second generator, grab the Mattermorph power up in front of you and use it to move some of the glowing green parts around up ahead. The, grab the Relocator and jump onto the rocks. Crouch across them and you'll find a teleporter. Shoot the Fallen relay to your right to activate it.

Charge the Pylons Yet Again

Next, you'll have to charge two more Pylons guarded by even tougher Fallen. There's a Brig in the area, so focus on taking that out first. With the Brig down, the rest of the Fallen shouldn't give you much trouble. Keep a close eye out for Exploding Shanks trying to surprise you, though.

The first Pylon is located underneath the building behind the Brig. The second Pylon is on the opposite side of the arena on an elevated platform guarded by yet another Brig and even more Fallen reinforcements. Destroy the Servitor behind the front lines so it can't shield its allies, then focus your fire on the Brig.

Once the area is clear, use Matterspark to charge both Pylons. Then, activate the generator and grab some loot from the chest that pops up afterward.

Locate the Final Generator

There's one last generator for you to deal with. Parkour through the linear canyon ahead and grab the Mattermorph power up when you see it. Use it to create a bridge of rocks so you can cross the chasm ahead.

There's a chest you can open with Rosetta on the other side. Open it, then jump up and to the right to find another Mattermorph pylon. Use it to clear the path ahead, then jump across. You'll find yourself in one last combat arena on the other side.

Charge the Final Pylons

This arena is located on a cliff, so the Fallen take advantage of that by deploying a ton of flying Corsairs to shoot you from afar. Take them out with a long-range weapon so you can focus on the task at hand.

There are two Pylons to charge in this section, but there's one major problem: Matterspark is locked up behind a deadly laser grid. To access it, pick up the nearby Relocator and line up the relays so you can teleport inside.

The relays hug the outside walls of the building, so follow the Relocator projectile and adjust the relays as needed until everything lines up. Inside, disable the laser grid so you can easily access the room going forward.

Both Pylons are only accessible with Mattermorph. Grab it, then throw it at the glowing green rocks over the edge of the cliff. Carefully jump across them to reach the Pylons. Once they're charged, activate the final generator. Fallen reinforcements will swarm the area as you charge the Pylons, but they'll despawn immediately after the generator turns on. Ignore them and rush toward your objective.

Boss Battle: Reactor Saboteur (Phase Two)

With the final generator online, head back to the main reactor so you can take out the Reactor Saboteur for good. The Master Technician's shield from before is still active, so your first task it disabling it.

Tracer Shanks join the Fallen ranks for this part of the boss battle. There's not a lot of cover to protect you from their sniper fire, so destroy them as soon as possible to make things easier.

To bring down the shield, destroy the Overburdened Arc Keepers (Heavy Shanks) and pick up the Arc Charges they drop. Grab Mattermorph from the corner of the arena, then use it to move the glowing green metal platforms on the wall. This will create a parkour path leading upward to a device where you can deposit the Arc Charge.

Dunk the charge, then unload on the Reactor Saboteur. A ton of Shanks will spawn for this DPS phase, so use grenades and AOE abilities to thin the horde. The boss' shield will come back up for the final third of its health bar.

Disable the shield yet again by repeating the process with the Arc Charge and Mattermorph from before, but twice this time. There's a second device to deposit Arc Charges on the opposite side of the arena. Dunk a Charge in that one, then the one from before.

Even more Fallen reinforcements will flood the arena at this point, including a bunch of Tracer Shanks that can easily take you out if you're not careful. The Reactor Saboteur will be vulnerable, though, so unload on it to end the encounter as quickly as possible. When it's destroyed, the Fallen will retreat and your reward will spawn in the center of the room.

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