The Finality’s Auger Linear Fusion Rifle is the new Dungeon Exotic that can only drop from the Sundered Doctrine’s final boss.
Today, we cover how powerful this Exotic FLR is and tell you exactly how to get both the weapon and its catalyst.
![]() Name: Finality's Auger | Type: Linear Fusion RifleArchetype: Exotic | Ammo: ![]() Element: ![]() | Craftable: ![]() Released: Episode 3 | Source: Sundered Doctrine DungonRequires: The Final Shape Dungeon Key |
How to get the Finality’s Auger Catalyst
In this section we cover how to complete the Drowning Labyrinth questline, granting a catalyst for Finality’s Auger and new methods of collecting dungeon loot.
The Drowning Labyrinth Full Quest Guide
Step 1: Begin the Quest
To begin The Drowning Labyrinth, you’ll need to grab it from Ikora Rey in The Tower. The first step is to simply complete Sundered Doctrine, so defeat Kerrev and then come back here.
Step 2: Enter the First Code
After completing your first run of the dungeon, load back into the activity and head to the Hidden’s base camp (the first room with all the people in it). Grab the stack of papers on the desk, then head to the large wheel on the far side of the room.
This is where you’ll enter various codes throughout the quest. The first one you should enter (by shooting each symbol, then pressing activate on the terminal) is Savathun, Enter, Pyramid.
Doing this properly will trigger dialogue and open secrets within the dungeon.
Step 3: Find the First Group of Worms
You’re now looking for three hidden rooms within the dungeon, each of which houses a worm and a unique symbol. See below for their locations.
Worm #1:
The first worm is right outside of the Hidden Base Camp. Head outside and cross the bridge, then look for a platform underneath it (on the far side, not the Base Camp side). This will lead to the first worm.
Worm #2:
The second worm you’re looking for is after the first encounter and the maze that follows. Head through the large cavern filled with tons of Dread; however, instead of heading through the typical exit, look to your left. There should be another doorway in the back of the room that will contain a door you can shoot open (similar to the one in the Kerrev encounter). Through here is the second worm.
Worm #3:
Continue through the dungeon and complete the second encounter. Head to the large light beam puzzle room that’s directly before the boss encounter, then up to where the worm beam begins (top right of the room).
If you’re looking at the worm symbol on the wall, look slightly to the left and jump onto the platform. Interact with the door to open it, then collect the worm.
Step 4: Enter the Second Code
Return to the Hidden’s Base Camp to enter the second code. This code is Witness, Give, Darkness.
If done correctly, you’ll see a message stating that something within the pyramid shifted. Without relaunching the activity, head toward the first encounter until you reach a room that now contains a shrieker and tons of Dread. Defeat these enemies to collect Knowledge stacks, then deposit them by standing on the glowing orange plate in the back of the room. Continue doing so until the plate stops glowing and the door behind it opens; interact with the inner terminal to progress the quest.
Step 5: Complete the Dungeon
The next step of this quest is extremely simple: just complete the dungeon again. Using a boss checkpoint to save some time works as well, and we recommend doing so unless you have another reason to run the dungeon in full.
Step 6: Collect a Hidden Report and More Worms
The next step will begin by asking you to collect another report from the Hidden, which is once again inside their base camp. After doing so, you’ll be required to find another three worms.
Worm #4:
Before the first encounter and directly after the room with two Subjugators, you’ll come across a small, dimly lit drop-down section. Head down a few levels, then turn around and look for an “Activate” prompt. This will open the door in front of you, revealing Worm #4.
Worm #5:
After the first encounter, head past the large cavern and into the small pit room right before the Indiana Jones-like boulder experience. Head to the far right of the room (where the exit is) and jump onto the raised platform in the center of the wall. This should lower the floor you’re standing on, opening the wall and revealing the next worm.
Worm #6:
Complete the second encounter and move through the jumping puzzle until right before the light beam room. Continue up the giant worm corpse, then enter the small hole in the wall right below where you usually jump up to (see images). Shoot the door you come across to open it and reveal the final worm for this step.
After finding all three worms, return to the base camp and input the code Hive, Grief, Worm. This should, once again, say that the pyramid has shifted. Continue through the dungeon in the same instance until you reach the room where you found Worm #6. Kill the enemies here, defeat the Knights to obtain hive worms, and place the worms in the cave directly underneath the top ledge of the arena (see pictures below).
Grab the pyramid data from the newly opened room to continue the quest.
Step 7: Complete the Dungeon
The next step once again requires you to complete the dungeon. Luckily, you should already be at the boss from the last step, so complete the run you’re doing to continue.
Step 8: Collect Another Hidden Report and Three Final Worms
This step is identical to the past few, just with different locations and codes. Begin by collecting the Hidden’s report in their base camp—it should be to the left of the wheel, opposite where you found the first one. Then, you’ll need to find three final worms.
Worm #7:
The seventh worm is in the same room as the Knowledge plate from the first third of this quest. Starting from the center of the room, jump up and to the right. Continue moving to the right of the room; moving far enough should reveal a floating platform that allows you to get to the next worm.
Worm #8:
The eighth worm is inside the first room with the Indiana Jones-like boulder. Move up the corridor to the left side, disregarding the typical exit through the floor. Getting all the way to the top should reveal an “Activate” prompt that opens the door to the worm.
Worm #9:
The final worm is in the room directly after the light beam puzzle between the second and third encounters (the room with the first shoot-to-open door you come across). Instead of shooting the door open to the right, continue to the back of the room. Here you’ll find a door you can stand on that reveals the final worm.
Return to the Hidden’s camp and enter the code Guardian, Knowledge, Fleet. Once again, if done correctly, you’ll get a prompt letting you know that the pyramid has shifted. This time, it’s inside the cavern area after the first encounter.
Here, you’ll need to route a beam of light around the room counterclockwise (killing Knights will grant additional lenses). Routing it to the middle of the room and shining it on the plate with the worm symbol will open the door, allowing you to interact with the large totem inside.
Step 9: Enter the Final Code & Complete the Dungeon
Reload the dungeon once more and enter the code Worm, Give, Guardian. Then, complete the dungeon in the same instance (without reloading or moving to a checkpoint). After Kerrev is defeated, the door behind him should open, revealing a large room with a chest that grants the catalyst for Finality’s Auger.
Talk to Ikora in The Tower to officially finish the quest, as well as to unlock gear focusing for Sundered Doctrine!
How to get Finality’s Auger
The Dungeon Exotic will be a guaranteed reward during Contest Mode. Otherwise, it will drop randomly after beating the final boss. We usually have no clue what the new dungeon Exotic is until someone finds it, but this time, we know a lot.
You can find the entire Sundered Doctrine Loot Table here.
How good is Finality’s Auger?
Finality’s Auger will feature the following Exotic Traits:
- Ruinscribe’s Forge: Fire a special projectile that deploys a Ruinscribe Turret. This projectile costs 3 ammo to fire. Aim the projectile skyward to provide the clearest sight lines for the turret which will automatically shoot at nearby targets.
- Ruinscribe’s Beacon: While a Ruinscribe Turret is deployed, this weapon can paint targets with its laser projectiles. The turret prioritizes painted targets and fires more powerful munitions at them. [Alternate Weapon Action] to swap between normal fire and laser fire modes.
Based on those Exotic traits alone, expect it to offer a refreshing experience. But to understand how it will fit in the meta, we’ll have the wait a little longer until players get theirs hand on it this weekend.
Before you go…
Are you looking for other top-tier weapons from Episode: Heresy? We cover the most sought-after Psychopomp God Rolls here.
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