Digistruct Peak by level walkthrough thread

Great call outs, but the Double Scorches covered so far are in stage 3 (Dukino’s Mom area). I’ll include the suggestions in the later entries, though!

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OP4 run to unlock OP5

Stage 1:

Right away, this tells you what you’ll be seeing through the whole run: turrets! You’ll have 2 right away. After those, a spider tank will appear in the water area. When you kill it, more turrets spawn in-- some in the water, some on the ground. After those, 2 turrets will spawn on the blocks by the gate to stage 2, and you’ll get trash. This is very easy if you pull the trash back and fight them out of line of sight from the last 2 turrets. The biggest danger here is Rabid skag appearances.

Stage 2:

When you enter, 4 turrets will spawn at the low ground, in a line, pretty close together. You can quickly drop them with a Pimpernel or other precision weapon. Corrosive Fastballs, Pandemics, or Storm Fronts are also great options.

After those, you have an ambush in the valley. Watch out for RPG loaders and surveyors.

As you approach the gate area, 4 turrets and two surveyors will spawn in on top of the gate wall. I recommend kiting the surveyors back to isolate them. As you’re working through this, two more surveyors spawn in.

Finally, an Ultimate Badass Loader.

Stage 3:

As soon as you drop in, double Scorches with 2 surveyors. This can be problematic, and it gets worse. Once you kill a Scorch, 2 turrets spawn in.

I recommend killing the surveyors first, so you don’t get peppered to death by a Scorch, 2 turrets, and 2 surveyors.

Awareness is crucial here. You want to know where those turrets are spawning in, and when, and you’ll want to either have a plan to control the last Scorch while you fight it, or have a plan to take out the turrets safely while Scorch tries to … touch you in bad ways.

Stage 4:

Surveyors and trash right away. Not so bad. Work the gate to stage 3 to isolate them, per usual. After the first wave will be a skag on the steps, plus one on a ledge from the stage 5 area. When you kill one of those, another skag spawns on the steps. When those 3 skags are dead, double Black Queens spawn at the foot of the steps.

This can be a grueling area. The Queens attack relentlessly and are aggressive. Their web attack is brutal, and the volume of babies they can make is rough. With most classes, I like to drag them to the gate to stage 3 to get them in a confined area.

Get to work on them early. If you don’t, it can get overwhelming.

Stage 5:

As soon as you enter, 3 Boneheads spawn in (slightly staggered, rapid spawn ins) in Main area. Again, take the Garden side. When you kill the first Bonehead, turrets spawn on the low wall where the Boneheads spawned in, and surveyors spawn in on Main side. The turrets can’t threaten you if you’re on Garden side. Kill the Boneheads as they try to come through the door, or pick off surveyors first. In the end, you should be left with only the turrets.

Stage 6:

3 loaders, right away. More trash immediately starts in when the first dies. Be alert! RPG loaders or Rabid skags can ruin your run here, very quickly. There will be a lot of enemies, and some will rush you. If you get a bad assortment, you’ll have to kill very quickly to avoid being overrun.

After all of that, one Doc Mercy spawns in. He’s not bad, if you respect his damage output. He’s slow, and he’ll either throw a bunch of blasts at you or lob grenades. I prefer the blasts. His grenades are often nasty. Control or kill quickly.

Stage 7:

You are about to meet one of the toughest spawns in all of the Peak, at any level, if you survive the entry.

Entry: It’s a trap.

You’ll see one lonely red dot on the bridge on your mini map. It’s a single turret. When you kill it, 4 EXP Loaders spawn in. Be prepared.

When you get to the Colesseum, 4 turrets spawn in random locations around the perimeter. You may use the pipe on the right side wall (as you face in from entry) for cover to start picking them off.

When you kill the fourth turret in the first wave, Rouf and Oney spawn in. This is where it gets rough. Kill Rouf first! When you kill one of them, 4 more turrets begin spawning in, again at random locations around the perimeter. You do not want Rouf jumping around after you while you try to pick off the turrets. It is MUCH easier with Oney slowly pacing around. Awareness of your mini map is more vital right then than it is at any other time or place in the Peak.

When this second wave starts spawning in, you want to see the pattern very quickly, and get to a space where only one has line of sight to you, if possible. Then, start picking them off.

When three turrets are down, Reeth and Wott spawn in. You may want to kill Oney before dropping the third turret, or you may opt to kill that third turret first. I prefer to kill the turret.

So, you’ll either have a final stretch of Reeth, Wott, 2 turrets OR Reeth, Wott, Oney, turret.

Pro tip: if you have a Grog, you can throw a Storm Front at a turret in wave 2 (and slag it) to help you stay up while killing it. If there are two adjacent turrets… throw at those.

If you beat this, you can beat anything in the Peak. Do not give up.

Stage 8:

This is practically a vacation after stage 7. It’s an assortment of mean loaders and surveyors. Very easy to pick apart from high ground. Axton, gun Zero, and Maya will shred this stage. Krieg, Sal, Gaige, and melee Zero may have to be a bit more cautious. Watch out for RPG loaders and SBA surveyors, and you should be fine.

Stage 9:

This one starts with 3 loaders. When they die, a couple more loaders spawn in. When you kill the first of those, 4 turrets spawn on the low wall by the stairs to the right, as facing in from the gate. When 2 turrets go down, you start getting surveyors and double Super Badass Slag Skags. In other words, it starts slow and quickly gets busy. Be prepared.

I pull back to the gate to isolate enemies. surveyors will fly over the gate wall, so you can pick them off back there. I’ve never seen the SBA slag skags come through the gate (small enemies can-- like Rabid skags), so you should be safe working that area.

Stage 10:

Do not relax, yet. As soon as you drop in, 4 EXP Loaders spawn in. Those are the worst part. After they go down, 2 surveyors spawn on top of the huts, along with a WAR loader. Not so bad.

HD

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Eagerly awaiting the OP6 part because that’s what is next for me.

Recorded OP5 last night. Will try to record OP6 this morning. I’ll get those posted today or tomorrow, if possible! Glad people are enjoying this. It is a lot more involved than I expected.

Especially since you want to record successful attempts :smiley:

I don’t fail the Peak as Maya. I run it so often, I could almost sleepwalk her through. I’d probably need a re-run or two if I tried it with Sal right now lol

Edited to add: OP6 recorded, though I’ll have to borrow a back clip for the Boneheads area since I forgot to record that one.

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OP5 run to unlock OP6

Stage 1:

This one is a lot of clutter and surveyors. Not much advice here, other than probably hanging back a bit to isolate the flyers. It’s capped off with 3 Blaster Nomads at the gate to stage 2. Pretty easy, as long as you handle the surveyors well. A Hornet or Hyperion shotgun should be your best friend.

Stage 2:

This stage starts out with 4 EXP loaders spawning in the low ground. As you kill them, a few more spawn in. Not so bad. You can pick them off from high ground. After those, light trash in the valley.

You’ll get 2 Super Badass Loaders at the gate to stage 3, along with surveyors. There will also be a couple trash enemies to contend with. Not bad. You can make this very easy by kiting the surveyors away to isolate them.

Stage 3:

This is a triggered spawn set, starting with a single Scorch. As it dies, you get Scorch plus 2 enemies. the Scorch will spawn by the gate to stage 4, so check the other two spawns as soon as the dots appear on your mini map. As those go down, you get a few more enemies. Once those die, you get a final Scorch.

Stage 4:

This starts with 2 surveyors plus a few ground enemies. As always, you can kite the surveyors back to the stage 3 area to pick them off. Marauders are irritating in here, but the most dangerous possibilities are Blaster Nomads, RPG loaders, and the surveyors. As you clear enemies, more spawn in. It will feel pretty seamless, flowing right into when twin Black Queens spawn at the foot of the steps.

As always with the Queens, remember that you have the stage 3 area and that gate bottleneck to work with.

Stage 5:

Right away, 2 Boneheads spawn in Main area, and the train appears on the wall between the two sections, with 3 turrets on it-- 2 toward the stage 4 end, one toward the stage 6 end. If you get into Garden side right away, you can kill the single turret on stage 6 end to create a good safe space to pull to.

When you kill the first two Boneheads, 2 more will spawn in, along with clutter. Watch for possible Garden side enemy spawns (Boneheads never spawn Garden side). I suggest killing Garden side spawns first. That will keep all enemies coming at you through the bottleneck, except surveyors.

It’s easy to control this one with most classes.

Stage 6:

This starts with 3 enemies, with a couple more spawns triggering as you kill them. It culminates with 2 Doc Mercy + 2 enemies. You can buy a lot of time here by throwing Singularity grenades into the stage 7 gate area, where the Docs spawn. 2x Docs are dangerous, if you let them get close. They are inaccurate with their guns at distance, allowing you to pick away at them with reasonable safety. As they close in, they will lob grenades and put a lot more shots on target.

Best advice: read the +2 spawns quickly. Throw a Singularity behind the Docs early to stall them. Kill rushers first. If you get Marauders or regular Nomads, kill the Docs before those.

Stage 7:

Entry area is 3 Badass Marauders. Like all Marauder types, they are going to hide behind things and shoot at you from safety.

Colesseum spawns… By now, you should know that the Assassins each have a designated spawn location, and where those are. If you don’t… as you look down into the colesseum from the bridge, Oney’s spawn point is very slightly to the right at the drop in. Reeth will spawn off to the right of that, on the wall. Rouf will spawn almost straight ahead of the drop in. Wott spawns off to the left. This means that the paired spawns-- Reeth + Wott or Oney + Rouf, will spawn pretty much opposite each other.

This stage starts with Reeth + Wott. When you kill Reeth (because it would be unwise to start with Wott), a spider tank spawns in the center. When the spider tank dies, Rouf and Oney spawn in. Frankly, the tank is more dangerous than Wott. I kill the tank first, leaving me with Rouf, Oney, and Wott. You may opt to kill Wott first. Since he’s a Marauder type, that may be obnoxious to try. He’ll run away and hide.

Stage 8:

This one is really easy, for the most part. No mini bosses here. It’s all assorted clutter. Use the high ground to your benefit. You’ll see Rabids or Centurions coming from miles away.

Stage 9:

Upon entry, a spider tank spawns with 3 other enemies. The tank pops near the gate to stage 10, so it will not have immediate line of sight to you. You may drag the other enemies toward the entry gate to pick them off, or you can try your luck in the middle.

When I recorded this one, I took advantage of having OP8 gear vs these enemies by doing 2 things I would not normally do:

  1. I let a skag rush me way back to the stage 8 gate, to model how fast that space gets eaten up if you let skags in there. Had it been a Rabid, I would have thrown Singularity grenades behind it to keep it outside the entry area. Getting a Rabid in there with you is a Very Bad Thing.

  2. I pushed out to the middle to show why it’s usually a bad idea-- spawns in this stage will come in 270 degrees around you if you’re in the middle. If you get a good mix, it’s fine. If you get a bad mix, you’ll have baby Rabid skags in 9 months.

After the first spider tank dies, another wave comes in, including another spider tank spawning from the same place. More clutter spawns in as things die. It’s a busy stage, but not hard to manage if you’re paying attention to spawns.

Stage 10:

OMG.

I forgot to record this (twice, actually-- OP5 and 6 runs!), so this is a clip from an OP8 run.

OMG is a big, hard hitting, fast moving spider tank. He’s not hard if you play it safe, but he can surprise you if you take it for granted that you’ll win. I have been killed as Sal by eating rockets after OMG went down. Respect him. Kite him around the concrete structure. His laser has a fire DoT, and DoTs suck as you go up in OP levels. His rockets come at you from weird angles.

Again, kite him. Play it safe. The only class I BeeHawk this with is Axton, because I have two turrets to draw fire off me. With every other class, I go safe here.

Note that this clip is from a run where I used the Bee in every other stage, and I switched shields just for this.

HD.

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Had a little time, so OP7 is recorded. That marks the end of the recordings I needed to capture for this thread. I’ll get OP6 and OP7 posted as able, and I’ll probably add some links and an overview of OP8 runs. After that, it should be solid. Thanks for the support, so far. It’s very late in the game, but I know there are still people working through this content (I still haven’t finished with Krieg, myself). I hope it is of some use.

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Approach to the Peak will depend on both the character used and the skill of the player involved but that being said, when I used Reverend Pain (aka Sal) for the Peak I played it in a super aggressive style. If I could reach a spawn point before the enemy was fully spawned in I made sure to already lay down fire as they formed, usually doing pretty good damage to them before they could even move. This was especially true for the Doc Mercy area- rather than waiting for him to spawn in I rushed the spawn points and took the fight to him. This, of course, is a tactic that only Sal and Krieg might execute successfully but if you want to go for the glory… :grinning:

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I’ve done that with many enemies as Sal, as well. Have to be careful of enemies who can fire before you can damage them, though. Surveyors, Saturn, spider tanks, and turrets do this, iirc.

depends on character. on maya i do keep a magic missile on me, but never really use it on the peak.

i use a quasar instead, and rarely run out. i find singularity grenades more helpful at OP 8, magic missile is not necessary with ruin and greater than 115 cool down reduction

10 quasars is enough to get through the assassin fight or any other part of the peak

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OP6 run to unlock OP7

Stage 1:

The spider tank spawn! Famously brief for Zero players.

This one starts with a spider tank right at the entry. As you enter the main area, 2 more spider tanks spawn in. One spawns in the water area. The other spawns deep to the right, along with 2 or 3 ground enemies. I prefer to kill the water spawn tank first, but this isn’t tough either way.

This ends with a fourth spider tank and two spider ant emperors at the gate to stage 2.

Stage 2:

Upon entry, 4 ground enemies spawn in the low ground.

As you enter the valley area, you’ll start getting triggered spawns. There won’t be many enemies up at once. You’ll clear clutter for awhile, with spawns coming around the gate to stage 3.

This ends with double Scorches.

Stage 3:

This is your first meeting with Dukino’s Mom, and it is actually the harder of the two spawns you’ll see with her. When you drop in, you’ll get 2 skag spawns. Each time you kill one, another starts to spawn, until you’ve killed 5 skags. That will trigger D’s Mom spawning at the gate to stage 4.

Dukino’s Mom has 3 main attacks, plus an effect to consider. Her attacks are a jump/stomp AOE, a panning mouth laser blast which can be avoided by blocking line of sight, and the killer: she’ll spit giant exploding shock balls at you. The shock balls have a big radius, can be lobbed over obstruction, and come pretty quickly.

The common approach to surviving shock ball spam is to hold a Grog and throw a Chain Lightning. A far better approach is to use a Grog with a Storm Front. One grenade will heal you through a flurry of shock balls.

As with all skags, D’s Mom has a crit location in her mouth. You can also get crits shooting at her mouth from the side, even if her mouth is closed.

If you get the spacing just right, you can kite her around the rock and prevent her from attacking at all. This is easiest using weapons you can hipfire.

Note that Dukino’s Mom can jump on top of the big rock. To avoid this, try to kite her by juuuust breaking line of sight. If you get too close to the opposite side from her, she’ll often hop up top. @Carlton_Slayer suggests getting close to the rock when she does this, to try to use it to block shockballs. My approach is actually to ‘go long’ to kite her off of it. The Grog + Storm Front tip helps a lot during that process.

Stage 4:

This starts with double Black Queens at the foot of the stage 5 gate steps, plus a badass spider ant off to the left and behind the concrete structure near the middle. As you clear enemies, more spawn in for awhile. If you get too preoccupied with clearing other enemies, the Queens and their brood may overwhelm you.

Stage 5:

I forgot to record this at OP6, so I’m using a clip from when I rolled this spawn during an OP8 run. The relevant part is from 0:01 to 2:16, so it’s from the beginning.

This is what I often refer to as “Boneheads busy spawn”. It starts with 5 baaaarely staggered spawns. 4 in Main area, 1 on Garden side. As you kill, more spawns come. You will see Badass enemies in the waves. This stretch can get you, if you get caught in the wrong space.

This stage ends with triple Boneheads.

Stage 6:

This one is brief. Starts with 3 enemies. When they die, you get double Doc Mercy with 2 Bandit types. This one isn’t bad unless you get a bad mix in the first wave.

Stage 7:

Entry is 2 badass enemies. Should be quick.

Colesseum starts with Reeth + Wott, again. When you kill one of them, you start getting spawn ins of various types. Loaders, spider ants. After a bit of that, Rouf and Oney spawn in. This one can be dangerous if you get a rough mix or loaders spawning with nasty weapons.

Stage 8:

Lots of spawns. Surveyors, spider tanks, spider ants, bandits, skags… all of it. No bosses, yet.

Stage 9:

Constructor v3.0 spawn on the landing near the stage 10 side, with 3 other spawns. Expect surveyors. Lots of them. And other assorted things. No surprise at the end. This one is front loaded.

Stage 10:

Think of this as standard wave, followed by Badass wave. 4 enemies at the beginning. More, and meaner, in the next. SBA surveyors and Rabid skags here are top priority.

All spawns here are in the low ground. I recommend taking the high ground right away so you can see what’s coming when wave 2 starts.

Stage 11:

OMG, again. See the OP5 entry.

HD

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This is an awesome guide!
Thanks for putting it together, it must take a big chunk of your time.
Im tackling OP6 shortly so its good to see what I can expect.

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Thank you! I’ve definitely put some hours in. Glad people are enjoying it, so far!

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OP7 run to unlock OP8

This is the ugly one. You’re going to face the worst, or second worst, spawn in each stage. Two stages (7, 10) are among what I consider the 3 hardest in the whole of the Peak.

Here we go.

Stage 1:

Two Badass enemies at the end of the bridge. They can switch up, allowing for terrible possibilities. Remember that you have space to work with behind you, so you don’t need to pass through the arch into the main area to fight. Doing so causes more spawn ins. That can be dicey, depending on what you roll.

…because the main area is going to suddenly feature both ground enemies and surveyors, including SBA surveyors, and Badass ground types. This can be hectic.

When you first clear the gate, I strongly suggest clearing the spawn to your left, so enemies won’t run up your back. Once that side is clear, you can work to own that space. Most enemies will spawn a reasonable distance from that area, so you’ll have time to read what is coming at you.

This ends with an Ultimate Badass Loader plus surveyors at the gate to stage 2.

Stage 2:

This starts with turrets and ground enemies in the low ground. I usually use the high ground to draw the movers, then pick off or rush the turrets, depending on class.

You’ll then be ambushed by loaders in the valley. Watch out for RPG loaders.

As you turn out of the valley, you’ll begin getting spawns around the gate area.

This one culminates with double Scorches plus 4 repair surveyors. As soon as the spawn starts, you’ll want to get yourself into position. I usually back away toward the valley right away to start picking off surveyors. Other people like to rain hate on the Scorches so the repair surveyors will rush over to heal them, making it easier to kill the surveyors. I find that to be far easier when you’re down to 2 surveyors. With 4 surveyors up, the healing is blazing fast. You can compromise by starting near the turn to the valley, pick off 1-2 surveyors, then switch tactics.

Stage 3:

Dukino’s Mom, with 2 midgets at a time on a limited number of triggered midget spawns. This is easier than the other Mom spawn. The midgets can be kept up for FFYL fodder, used for NKLO, Bloodbath and Bloodlust, Chain Reaction and Wreck, or whatever. One of their underappreciated uses is for shield regen kill skills when Mom’s stomping is causing your shield to stay broken.

In this recording, I managed to get the spacing right so that Mom didn’t attack at all. That’s your distance.

Stage 4:

This begins with 2 surveyors and trash, gradually giving way to Badass enemy types as you kill bad guys. If I’m recalling correctly, the UBA Loader toward the later part of the wave portion is a set spawn, appearing behind the main hut near the middle.

This culminates with double Black Queens.

The most dangerous thing with this stage is getting drawn into a bad place, then overwhelmed as the badasses spawn in. If you’re good to go when the Queens come, you should win.

Stage 5:

This starts with Bandit types plus one Bonehead, with all but one Bandit spawning in Main area. As you kill enemies, other bandits will spawn in.

After this wave, it’s loaders plus one Bonehead. As before, one enemy spawns on Garden side.

Third wave is 3 Badass enemies plus two Boneheads.

As always, I suggest controlling Garden side. Singularity grenades to control enemies or Vladof grenades to throw into the bottleneck are very useful here.

Stage 6:

This starts with Doc Mercy plus two enemies. Next comes another Doc plus three enemies. Finally, a third Doc plus a Constructor v3.0. A bad mix here is very rough. The Constructor spawns near the gate to stage 7, with the Doc appearing next to it.

I often start this by throwing Singularity grenades early, to pull Doc away from me while I work on the others. Doc can be used for Chain Reaction or B0re on the Constructor, of course.

With close up builds, a Storm Front (or multiples) into the gate area can give you a lot of steady Grog healing, while also chewing up Doc and the Constructor.

Stage 7:

This is one of the big ones.

Entry is Bandit and Surveyor ambush. Not so bad.

Then, one of the most notoriously brutal spawns in the Peak, considered by many to be the Worst:

4x Assassins.

Yup. All four at once. Once again, the spawn points are: Oney (nomad type, with shield, resists explosive) just inside and slightly right from the drop in. Counterclockwise from him, Reeth (lunatic type, spams fire axe throws) on the near right. Rouf (rat type, shotgun weapon, jumps aggressively) is almost straight across from Oney. Wott (Marauder type, resists shock) is left side.

The strategies here will vary tremendously by class. Universal suggestions are like this: you can group them with Singularities to kite them. Rather than using a Chain Lightning + Grog for heals, I prefer Quasar or shock Singularity plus Grog, for simultaneous control and heals.

Reeth is the most dangerous. His axe throws will put a wicked fire DoT on you. Rouf is next most dangerous, since he continually gets line of sight with big leaps. I will add a separate post entirely about this spawn, showing it beaten multiple times each by Axton, Sal, Zero, and Maya.

For this post, here is the one I recorded for the thread.

Stage 8:

It’s going to be a lot of assorted enemies, some spawning very deep in the back area of the stage. Ranged classes should use high ground to draw enemies up. In your face classes should press into low ground, but try to keep a structure between themselves and the center of the space. When the last enemy dies, Saturn spawns in the middle. His turrets can and will shoot at you before he’s done spawning.

Saturn is a big mountain of health, with no crit spots. If you fight him point blank, a Storm Front + Grog helps you stay alive. I even use that tip as Sal. I can make class specific comments on this as requested or desired, for all but Krieg or Gaige.

Stage 9:

Starts with 4 turrets and a badass on the stage 10 side. After that wave, 3 assorted types plus two Super Badass Slag Skags. Just about every class has ways of making this a very easy stage, but it can be overwhelming if you eat the slag and get in a bad place. Have a plan to counter the SBA slag skags right away. I usually pull them to the entry, since they won’t enter the gate. That allows me to step behind the wall to block slag. It also bottlenecks them at the gate, so AOE works on everything.

Stage 10:

This is the other killer. It’s two ‘waves’. The first is a BAR tank right at the drop in, with an SBA repair Surveyor spawning in the roof of the second structure.

The second wave is two more SBA surveyors, plus 3 Badass enemies.

For this one, I take the high ground immediately to isolate the first Surveyor. That leaves just the BAR tank, and it sets me up with a lot of ground between me and the 3 ground badasses when wave 2 starts. As those spawn in, I like to try to drop one of the surveyors right away, if possible.

Lobbing singularities down the hill buys time. If you get overwhelmed at the high ground, switch to Grog, kite them away from the path down, then throw a Singularity into a corner to create an opening to sprint to low ground. You may do this in reverse, as well.

Stage 11:

OMG, again.

HD.

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You might want to mention that Dukino’s Mom can also jump to the top of the large rock that sits in the middle of her arena (sorry if you caught that on a recording but knowing what to expect I didn’t watch all of them :grinning:). If this happens my suggestion is to get as close to the rock as possible, as it can block her shock balls, and if she does her jump attack while up there it completely avoids hitting you…

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Bookmarked! Outstanding work HD. Thanks for taking it on.

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Good call out, @Carlton_Slayer

Happy to! I just hope people get value out of it!

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I didn’t see this in the guide so I thought I’d pop it in:

Surveyors in stages 9 and 10 will sometimes park themselves in the cliff and will not come down to fight you, stalling or ruining your run.
I’ve used a combination of AoE and homing grenades ( Slag transfusion, longbow Stormfront and Pandemic ) - this requires relatively high level grenades though.
@Carlton_Slayer 's method : keep track of the red dots on the map. If one is unaccounted for, it’s a stuck surveyor. Keep one ground enemy alive, damaging it just enough (around 1/4 health?) to summon the surveyor - kill it first! This is brilliant and efficient.

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