Sunless Cell
Grandmaster Vanguard Alert · Hive · The Dreadnaught

TheSunless Cell

A Hive descent into the prison-cells of Oryx's Dreadnaught, re-taught in modern Grandmaster Vanguard Alert language. Push through the Founts and the rune-gated crypts of the Blood of Oryx / Silent Brood, manage champion frame coverage instead of old Artifact mods, and corner Obak-Hul, Imprisoned in a near-pitch-black cell while Thrall never stop swarming. It's the classic GM lesson: small room, big damage, no floor to give.

Faction
HiveBlood of Oryx · Taken in the NF version
Combat range
CloseTight crypts, then a dark cell
Champions
Weekly setTypes follow the weekly modifier set
Boss
Obak-HulHive Darkblade · axe charger, then Taken
Wipe risk
Swarm + darkNot his bar — the cell
00 · Read This First

What this run really is

The Sunless Cell is a linear Hive descent through the Dreadnaught's prison — and in a Grandmaster Alert its danger isn't the layout, it's the relentless Thrall swarm and the near-total darkness of Obak-Hul's cell. Treat the crypts as a series of corner-clears and the boss room as a positioning fight against an axe charger who turns Taken, not a DPS race.

The one-sentence identity

Descend the Dreadnaught's Hive prison past rune-gates and Shrieker crypts, clear the champions the week's modifiers assign, then break Obak-Hul, Imprisoned — a Hive Darkblade of Xivu Arath's Horde wielding the hilt of Willbreaker — in a black circular cell while Thrall swarm, Channelers of Terror gate his health, and he finally turns into a Taken Knight you have to put down.

Everything you bring serves three jobs: survive the corridors, cover the champion types present, and deal burst on Obak-Hul without getting cornered. Build for those, not for the trash.

What old guides get wrong

  • They call the boss a "sword Knight." Obak-Hul is a Hive Darkblade who strikes with a heavy Hive Axe, not a sword — and treat any melee charge as lethal regardless.
  • They still name Alak-Hul, the Darkblade as the boss. He headlined the original 2015 Taken King strike; the reprise that returned in Episode: Heresy (April 2025) replaced him with Obak-Hul, Imprisoned.
  • They quote a fixed champion list. GM champion types and counts follow the weekly modifier set.
  • They lean on the old D1 teleport-on-ranged-damage trick. The modern fight instead gates Obak-Hul behind Channelers of Terror and ends with a Taken transformation — he dissipates and re-emerges rather than teleporting when shot.
  • They name a specific Adept reward. The chase is the weekly Tier 5 weapon, and it changes every reset.
01 · Champion Coverage

Cover the frames, not the mods

Anti-Champion is built into weapon frames now — there's no Artifact mod to forget. Bring archetypes that cover the types the week assigns. Champion types follow the weekly modifier set.

Per weekly modifier set

Barrier

› Pierce / break the shield
If the week lists Barrier, expect it on a Hive Knight or Wizard. Bring a Barrier-intrinsic frame to strip the shield, then finish.
Per weekly modifier set

Overload

› Disrupt to stop the heal
Overload combatants regenerate and reposition. An Overload frame interrupts them so they stop healing — focus them in the crypts before they reset a room.
Per weekly modifier set

Unstoppable

› Stagger before it closes
Unstoppable Ogres and Knights hit hard up close when the week includes them. An Unstoppable frame staggers them — stun, then delete before they reach you in the cramped halls.
The modifier readout, every time: (1) enemy pressure — which champions, shields, and faction units; (2) weekly modifiers — surge, threat, banes, player stakes; (3) the single modifier most likely to wipe a casual team; (4) one build swap that answers it. Run that readout on the launch screen before every GM Alert. Champion types follow the weekly modifier set. The hub's modifier glossary explains Medusa, Focused Fire, and the rest.
02 · The Route

The Dreadnaught prison, top to bottom

Five beats: the Founts opening, the Wizard rune-gate, Urlot in the Asylum, the Hanging Crypts and bridge, and Obak-Hul's cell. The whole strike is a descent down tight corridors — the skill is clearing corners and never letting the swarm stack. Here's the route at a glance; each beat below carries its own notes.

Full routeMausoleum → the Darkblade's cell
The Sunless Cell full route A top-to-bottom descent through five areas following the green path: 1 the Founts and Hive prison opening from the Mausoleum, clearing Thrall, Acolytes and Wizards; 2 the Wizard rune-gate where two batteries on rotating platforms over an abyss must be disabled by the Ghost while a Shrieker spawns; 3 Urlot the Trampler, a Taken Knight lieutenant in the Asylum; 4 the Hanging Crypts with multiple Shriekers and an Ogre, then a long Thrall-swarmed bridge with an ammo crate before the drop; 5 Obak-Hul's near-pitch-black circular cell. Champion spawn zones, Shrieker rooms, and the lethal dark cell are marked. ▼ deeper 1 Opening · the Founts Hive Prison Descent Push left from the Mausoleum · clear Thrall, Acolytes, Wizards 2 Gate · rune-batteries Wizard Rune-Gate Two batteries over an abyss · Ghost disables the runes Shrieker 3 Asylum · lieutenant Urlot, the Trampler Taken squadrons culminate in a Taken Knight · kill to proceed champ zone 4 Crypts · bridge Hanging Crypts Shriekers + an Ogre · cross a Thrall-swarmed bridge · ammo crate ammo crate 5 Boss · the dark cell Obak-Hul, Imprisoned Drop into the black cell · axe charger · Channelers, then Taken near-dark
Route · descent line Champion / Shrieker Cover / ammo Dark cell / boss
1
Beat · The Founts

The Hive Prison Opening

"Spawn in, push left, and don't let the Thrall snowball."
The loop
  1. Spawn in the Mausoleum and push left through The Founts, descending into the Hive prison.
  2. Clear the opening mix of Thrall, Acolytes, and several Wizards — the Wizards are the priority, they pelt you from the back.
  3. Move as a group down the corridors. The tight space means a stray Thrall pack can stack damage fast in GM.
PaceThis beat is forgiving on Normal and punishing on GM only if you rush a corridor blind. Move cover-to-cover; a hero push here burns a revive token you'll want at Obak-Hul.
ThreatMatch the weekly threat element with a resist mod before the first real fight — Hive Boomer and Wizard chip adds up fastest in the open Founts.
2
Beat · The Rune-Gate

The Wizard Rune-Gate

"Two batteries over an abyss, sealed by Hive runes."
The loop
  1. Reach the chamber with two batteries on rotating platforms over an abyss; Hive runes seal the far door.
  2. Kill the guarding Wizards first, then summon the Ghost to disable the runes / batteries and open the gate.
  3. Expect a Shrieker to spawn here — break line of sight to its eye, peek, and burst it down before pushing through.
ShriekerThe Shrieker punishes anyone standing in its line of fire. Damage it from a corner, drop back behind the platform geometry between volleys — don't out-greed its eye.
FootingThe rotating platforms over the abyss are a fall hazard. Don't blink/dodge blindly while dodging the Shrieker — a misstep here is a free death, no champion required.
3
Beat · The Asylum

Urlot, the Trampler

"Taken squadrons that build to a Knight lieutenant."
The loop
  1. Fight escalating squadrons of Taken in The Asylum — the first real Taken pressure of the run.
  2. Waves culminate in the Taken Knight lieutenant Urlot, the Trampler. He must die to unseal the path to the Hanging Crypts.
  3. Burn Urlot with the matching frame coverage if the week tags him a champion, then sweep the remaining Taken before advancing.
ChampionThis is a likely Overload / Unstoppable spawn zone in GM. Call the type out, stun with the right frame, and collapse on it together — don't let it heal or close the gap in the tight room.
TakenTaken Phalanxes can knock you into bad spots and Vandals snipe across the room. Hold a corner, kill the supports, then focus Urlot — don't tunnel the lieutenant while adds chip you.
ResetClear the Taken fully before stepping toward the crypts. A lingering champion or Phalanx behind you becomes a free wipe once the next room opens.
4
Beat · Hanging Crypts & Bridge

The Hanging Crypts

"Shriekers, an Ogre, and a bridge that never stops spawning Thrall."
The loop
  1. Clear the Hanging Crypts: multiple Shriekers and an Ogre. Peel the Shriekers from cover and stagger the Ogre before it pins you.
  2. Cross the long bridge toward the Darkblade's cell — it's swarmed by Thrall the whole way. Keep moving, keep your back clear.
  3. Grab the ammo crate that often appears before the drop. Top up Special and Heavy — this is your last resupply before the boss.
OgreThe crypt Ogre deletes anyone caught in its eye beam in GM. Break line of sight, stagger it (Unstoppable if tagged), and finish it before crossing — don't drag it onto the bridge.
AmmoThis is the last calm-ish stretch before Obak-Hul. Agree who grabs the crate and the bricks, don't dump Heavy on the bridge Thrall, and reload before you drop.
5
Boss · The Cell

Obak-Hul, in the dark

"His health bar isn't the threat — the dark cell, the swarm, and the Channeler gates are."
The loop
  1. Drop into the near-pitch-black circular cell. Obak-Hul, Imprisoned approaches slowly and strikes with a Hive Axe, periodically dissipating and re-emerging nearby — stage your team and your Heavy before everyone commits.
  2. Never let him corner you — keep an exit lane and circle the cell, don't backpedal into a wall. He hits like every Hive Darkblade: the melee charge is the lethal part, not his DPS.
  3. Thrall and Cursed Thrall swarm continuously. Keep one player on add-clear at all times; Cursed Thrall explode on contact and end careless players in the dark.
  4. At ~80% health, three Major Channelers of Terror emerge and summon large Taken eyes. Obak-Hul stays dissipated until you kill the Channelers — clear them to force him back out, then resume burst.
  5. Near ~20% health he becomes immune, kneels at the center of the cell, and summons three Elite Channelers of Terror. Slay all three; a beam of Taken energy then strikes him and he is subsumed in a Taken Blight.
  6. He re-emerges as Obak-Hul, Transformed — a Taken Knight with immunity gone and full health restored. Burst him down to finish the strike; completion yields the hilt of Willbreaker. Save a burst Super and a revive token for this final phase.
CorneredGetting boxed by his melee charge in the cramped dark is the #1 cause of death here. Always keep room to peel away — fight from the rim, never the back wall, and never stand still to squeeze one more shot.
SwarmThe endless Thrall / Cursed Thrall is what actually breaks the team. Designate an add-clear player, watch for the green Cursed Thrall glow in the dark, and don't let the swarm push you into Obak-Hul.
ChannelersThe Channelers of Terror (Majors at ~80%, Elites at ~20%) are the real gates — Obak-Hul won't take damage until they're dead. Focus them fast, clear the Taken eyes, and pre-stage whatever champion stuns the launch screen lists so no one is mid-Super when the next add wave lands.
Map · The Dark CellBoss · Obak-Hul
Obak-Hul dark cell arena map A near-pitch-black circular cell. Obak-Hul, Imprisoned approaches from the centre and strikes the focused Guardian with a Hive Axe, dissipating and re-emerging nearby. At about 80 percent health three Major Channelers of Terror emerge and summon Taken eyes; killing them forces Obak-Hul back out. Near 20 percent health he becomes immune and kneels at the centre summoning three Elite Channelers of Terror, and once they die a beam of Taken energy transforms him into Obak-Hul, Transformed, a Taken Knight with full health. Thrall and Cursed Thrall swarm continuously from the rim. Guardians should fight from the rim with cover at their backs, keep an exit lane open so they are never cornered, and burst the boss between his charges. Cover nooks sit around the edge. Obak-Hul axe-charges, then turns Taken Thrall swarm Cursed Thrall rim cover keep exit lane Channelers of Terror · ~80% & ~20% ⚠ never let him corner you — fight from the rim, keep room to peel away
Melee charge line Rim cover / exit Thrall swarm Channelers of Terror Boss
03 · Loadout by Role

Bring four jobs, not four guns

A GM team is happiest when each player owns a job. Full build cards live in the class guides and the Prismatic deep dive — these are the jobs to fill and the archetypes that fill them. Names rotate with the meta; the jobs don't.

Anchor / Control

Add-clear + self-sustain

Hold the swarm off the team through endless Thrall waves.

  • Warlock — Void Devour or the Prismatic Getaway loop.
  • Titan — Strand Banner of War for team woven mail.
  • A reliable add-clear Primary (wave-frame / auto) for the dark.

Champion Lock

Frame coverage

Carry the intrinsic stuns the week assigns.

  • Overload + Unstoppable frames when the weekly set lists those types.
  • Add a Barrier frame only if the launch screen lists it.
  • See the weapon guide for which archetypes carry each stun.

Boss Burst

Damage between charges

Burst windows beat sustained DPS — you're always repositioning.

  • Hunter — Nighthawk Golden Gun for a clean single-shot nuke.
  • Titan — Thundercrash as a burst swap from range.
  • A heavy you can fire-and-reposition (rocket / LFR), not a hold-W sword.

Emergency Support

Safe revive / reset

The insurance that saves a token in the dark.

  • Hunter — Void invis (Gyrfalcon / Omnioculus) for safe rezzes.
  • A healing or overshield tool for the swarm phase.
  • A debuff (Tractor / Div) to speed the Obak-Hul phases.
Loadout note: these are the mid-2026 (Monument-era) jobs and archetypes — match the weekly surge when you pick your elements. For full, current builds, the class pages go deeper than any single route guide.
04 · Modifier Adjustment

What changes when the modifiers do

The route is evergreen, but the week's modifiers decide how you play it. The most common GM swings and the one adjustment each one asks for:

Setting up the run? Open the Nightfall Modifier Setup guide before launch. For Sunless Cell, start conservative: forecast first, champion frames covered, matching surge only if it still pays, and avoid No HUD / Medusa / ammo-starvation stakes on a first clear.

Medusa

Looking at affected enemies stacks Stasis slow toward a freeze. Brutal in Obak-Hul's cell — break eye contact with tagged Thrall, peek-and-cover, and never stare-lock the boss while a charge is queued.

No Radar / Blackout

You lose your spawn warnings and melees hit harder — and the cell is already dark. Clear corners before committing, call the Cursed Thrall glow by voice, and never push the swarm blind.

Focused Fire

Heightened incoming damage. Tighten cover discipline everywhere and shorten your exposure windows — peek, fire, drop back. A single missed Obak-Hul charge is twice as lethal under it.

Harsh threat / surge

Slot the matching resist mod for the threat element and match your DPS element to the surge on Obak-Hul. A mismatched surge can double your phase count against his health bar.

Champion types follow the weekly modifier set: the exact champions, banes, surge, threat, and player stakes come from the week's GM Alert modifier list, shown on the launch screen.
05 · Common Wipes

Why teams actually lose this

Almost none of it is Obak-Hul's health bar. The Sunless Cell wipes groups in four predictable ways — kill these habits and the run is yours.

1

Getting cornered by the charge

Obak-Hul's Hive Axe charge in the cramped, near-dark cell ends runs when there's no room to dodge. Fight from the rim, always keep an exit lane, and never backpedal into a wall.

2

Drowning in the swarm

The relentless Thrall / Cursed Thrall overwhelms teams during damage — and Cursed Thrall explosions finish careless players. Keep a dedicated add-clearer and watch the green glow in the dark.

3

Ignoring the Channeler gates

Obak-Hul is immune until the Channelers of Terror die (~80% and ~20%), and the Taken transformation arrives with enough pressure to chunk the team if stuns are late. Focus the Channelers, pre-stage the listed champion counters, and clear every threat before going back to the boss.

4

One wipe sends you to orbit

With Extinguish active, any single wipe sends the whole fireteam to orbit — and the low visibility of the dark cell breeds the misplays that cause it. Play conservative; a clean clear beats a fast one.

Weekly reward: when The Sunless Cell is the active Grandmaster Alert, a Grade B or better clear awards the week's featured weapon at Tier 5 (first clear pre-masterworked with its origin trait). The weapon changes weekly — this route is evergreen, the reward is not. See the hub reward ladder.
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