Exploiter harvests energy from the landscape and uses storms of ice and snow to safeguard the Temple of Profit from trespassers.

"Solaris. United. You shall not be spared the rod... as those who came before you. Were. Not. Spared."

—Exploiter's introduction

Exploiter is a large Raknoid creature that can be found patrolling around the Temple of Profit within the Orb Vallis, acting as one of the Grand Bosses of the landscape. She is the one responsible for the destruction of Deck 12 which left many of its Solaris United survivors traumatized. The Exploiter Orb is battled in the ruins of Deck 12 located in a cave northeast of Harindi Crater, requiring a single Diluted Thermia from the recurring Thermia Fractures event.

Unlike the Profit-Taker Orb, the Exploiter Orb lacks Sentient adaptive shielding, but her carapace remains impervious to all gunfire. To defend herself, the Exploiter Orb can surround herself with a winter storm on command and has four vents across her lower body which spray jets of ice and an underbelly turret. Her main weakness of overheating is kept in check by her numerous exhaust vents as well as the small squad of Coolant Raknoids accompanying her.

Behavior[]

Around the Temple of Profit[]

The Exploiter Orb has a set path that she will follow, taking it in a loose circle around the Temple of Profit. She will climb over terrain, mountains, and roads. She constantly makes noises akin to roaring, indicating her aggressive state. Her steps will do contact damage if a Tenno is too close to her feet. It takes her around 15 minutes to return to her starting position.

Five Coolant Raknoids will hang behind and trail the Exploiter Orb. When killed, one Coolant Raknoid will spawn under the Exploiter Orb every twenty seconds.

Upon a player getting the Orb's attention, she will begin spewing icy vapor from the jets mounted on her underside, creating a snow vortex around the Orb. This also signifies that the Orb will begin to actively attack the player with her many other attacks. The snow vortex has many interesting properties, though:

The Orb has many other attacks, such as:

In Deck 12[]

Phase 1[]

When the Tenno first enters Deck 12, located in a cave northeast of Harindi Crater and inserts Diluted Thermia into the Thermic Condenser located next to where the Ventkids vent would be, Exploiter Orb will engage the Tenno with the following moveset.

Phase 2[]

After pursuing the Exploiter Orb outside the Deck 12, the Orb Mother will have an entirely different moveset.

Strategy[]

In the ruins of Deck 12, located in a cave northeast of Harindi Crater, Rude Zuud exclaims she and her sisters built a device to condense the planet's thermia into a weapon strong enough to be used against the Exploiter Orb's defenses. One player must deliver their Diluted Thermia into the Thermia Condenser on an upper platform, which is collected from the Thermia Fractures world state event that occurs once every few weeks; only the player that interacted with the Condenser will have their Diluted Thermia consumed. The Exploiter Orb will then climb down the ruins and engage the Tenno, proclaiming herself as the one responsible for the destruction of Deck 12.

Phase 1[]

The Exploiter Orb engages the Tenno nested high up and will constantly shoot her turret belly throughout the phase. Shoot down the rocks that maintain her footing to bring her down. Once she falls down, the four vents on her sides will be exposed to fire. Shoot down one of the vents.

Once one of the vents is destroyed, the Mother Orb will ice up the rest of her vents rendering them invulnerable. She will then travel to the other side of the room while surrounding herself in a winter storm. Once there, she will constantly shift her body around, summon swarms of Mite Raknoids, and occasionally slam her body to the ground causing an avalanche of ice which can proc DmgColdSmall64 Cold.

At this point, six Thermia Condensers will begin to continually dispense a Condensed Thermia Canister, which can be found at the following locations:

The Condensed Thermia Canister can be used to melt the ice which protects her vents from damage. To use it, the player must lob the canister with Alternate Fire (default MMB ) and shoot the canister to make it blow up. The number of canisters it takes to de-ice the vents is dependent on how close the canisters are to them when they explode. For example:

Once fully exposed, up to two more of her vents can be destroyed before she ices up her final vent if it was partially melted before. She will proceed to the middle of the room and hang overhead, dropping several Coolant Raknoids which must be defeated. It is possible to throw a canister at the iced-up vent while Exploiter Orb hangs overhead.

After defeating enough Coolant Raknoids, the Exploiter Orb will once again descend to the Deck. Melt the last vent and destroy it and she will retreat and head topside. Head out of the cave to proceed to the next phase of the fight.

Phase 2[]

The Exploiter Orb can be found waiting for the Tenno outside the cave. In this phase, a Heat Gauge will be displayed at the top-left of the player's HUD, which indicates the overheat level the Mother Orb is currently at. Throughout the fight, Exploiter Orb will alternate between using her hull flamethrower, firing mortar cannon and calling Coolant Raknoids as reinforcements. The main objective of the phase is to overheat the massive Orb until her heat gauge is full, rendering her vulnerable to assault.

Exploiter Orb herself will heat up passively, though swarms of Coolant Raknoids will rush in from all directions, each of which can cool her down by 5% of her heat gauge once they reach her underbelly, after which the Raknoids will slowly "bleed" to death. If the Raknoids are defeated before they reach Exploiter Orb, they may drop a Coolant Canister which will be used in the later parts of the fight.

When Exploiter's heat gauge reaches roughly 45%, she will slam her main body to the landscape's frigid surface to cool herself down to 15% before commencing heat generation, causing roughly a dozen Thermia Fractures to appear. There is a set cooldown of 30-45 seconds before she repeats this move if her heat gauge surpasses 45% again. These Fractures can be used to instantly create a Condensed Thermia Canister by spending a Coolant Canister into it, then lobbed to the Orb Mother to permanently speed up her overheating rate. The overheating speed added to the heat gauge is doubled if the canister is shot mid-air, near the Orb Mother.

When Exploiter's Heat Gauge reaches roughly 65% or more, she will vent out flames around her creating a damaging physical dome which traps any Tenno inside for roughly 10 seconds, which will take away roughly 25% of her heat gauge before preceding heat generation. The dome has its top open, meaning that players can still enter it or exit it.

Once she fully overheats, she will become disabled allowing the Tenno to approach her. This will trigger a cutscene where the Tenno boards her side and rips off a part of her hull, leaving a weak spot for the Tenno squad to assault. Once she loses a third of her health, she regains her invulnerability and the overheating process must be repeated twice more, resetting her overheating speed.

After she is fully defeated, she will drop a sizable amount of loot consisting of a LazuliteToroid Lazulite Toroid, HildrynIcon272 Hildryn part blueprint, as well as massive amount of Orb Vallis resources both common and rare. Loot and escape as soon as possible as she will self-destruct (notably much faster than Profit-Taker Orb), obliterating all Tenno in a 300-meter radius.

Summary[]

Notes[]

Tips[]

Bugs[]

Trivia[]

Media[]

Patch History[]

Update 36.1 (2024-08-21)

  • Fixed missing transmission portrait for Rude Zuud in the Exploiter Orb fight.

Update 34.0 (2023-10-18)

  • Fixed Host getting stuck loading into Deck 12 after triggering it before Clients load into the Orb Vallis.

Hotfix 33.6.5 (2023-08-21)

  • Fixed getting stuck infinitely loading in Deck 12.

Hotfix 33.6.4 (2023-08-15)

  • Fixed slow loading players being prevented from entering Deck 12 if another player began the fight during the loading process. Those players will now be automatically teleported to the fight upon loading in.

Update 32.3 (2023-02-15)

  • Fixed Exploiter Orb not taking damage from single target weapons (only AOE weapons could damage the weak spots).
    • In Hotfix 32.2.5 we had made some temporary fixes to prevent the complete inability to defeat these bosses due to the above issue. The above fix reverts the tweaks that were made to how Bosses operate so that they could be defeated over the holiday break. The following issues from these tweaks are now also fixed:
      • Fixed Secondary mechanics that rely on hitting things are not always triggering.
      • Fixed punch-through letting you hit weak points on the opposite side of a target.
  • Fixed Spearguns thrown at the Exploiter Orb scaling up to massive sizes.
  • Fixed Hosts with slower internet connections dropping squad members when loading into Deck 12 for the Exploiter Orb boss fight.

Hotfix 32.2.5 (2022-12-14)

  • Fixes towards Exploiter Orb not taking damage from single target weapons (only AOE weapons could damage the weak spots).
    • It is important to note that these are temporary fixes to prevent the complete inability to defeat these bosses due to the above issue. A code fix is required to address the issue which we are unable to release before the holiday break. So in the meantime, seeing as progstops are a top priority, we had to make some necessary tweaks to how these Bosses operate so that they could be defeated. These tweaks are temporary for the holiday break and will be reverted in a future update to bring these Bosses back to their original mechanics:
      • You can shoot any of the Exploiter Orb’s three vents, but still only deplete a maximum of one third of the Orb’s Health per phase.
    • There are also some issues with this workaround that will be fixed with the future revert:
      • Secondary mechanics that rely on hitting things are not always triggering.
      • Punch-through lets you hit weak points on the opposite side of a target.

Hotfix 31.6.4 (2022-07-14)

  • Fixed doors not opening to go back up to the surface during the Exploiter Orb fight.
    • Also fixed crash related to this.

Update 31.6 (2022-06-09)

  • Upon throwing a Thermia Canister, you will now switch back to your Primary weapon if that’s what you were using upon pick-up.
    • This applies to the Exploiter Orb fight

Update 31.0 (2021-12-15)

  • Fixed a harmless script error that could occur when fighting the Exploiter Orb.

Hotfix 29.10.8 (2021-03-31)

  • Fixed a bug that would break Exploiter Orb hunts and missing objective text.

Hotfix 29.10.3 (2021-03-23)

  • Fixed a likely harmless script error that could occur after defeating the Exploiter Orb.

Hotfix 29.6.2 (2020-12-22)

  • Fixed an issue where Bonewidow could Grab the Exploiter Orb. Oh lord!

Update 29.5 (2020-11-19)

  • Fixed <SECONDARY_FIRE> appearing instead of button callout when throwing Condensed Thermia in the Exploiter Orb fight.

Hotfix 29.1.2.1 (2020-09-22)

Update 27.3 (2020-03-24)

Update 27.2 (2020-03-05)

  • (Undocumented) Health types changed from Flesh to Robotic.
  • (Undocumented) Health increased from 6,000 to 12,000.

Update 25.0 (2019-05-22)

  • Increased Ephemera drop rate on Exploiter Orb from 6% category drop to 10% category drop.
  • The Exploiter Orb now properly drops the Deck 12 Scene.

Update 24.6 (2019-04-04)

  • Matchmaking for the Exploiter Orb fight can now be done by visiting Eudico in Little Duck’s room!

Hotfix 24.5.6 (2019-03-26)

  • You can now waypoint the Exploiter vents!

Hotfix 24.5.5 (2019-03-25)

  • Fixes towards infinite loading/disconnect upon Entering Deck 12 while other players are still loading in.
  • Fixes towards Clients seeing a massive Exploiter Orb in the last vent cinematic scene.
  • Fixed a crash when killing Coolant Raknoids.
  • Fixed Coolant Raknoids not attempting to destroy Gara’s Mass Vitrify walls.

Hotfix 24.5.4 (2019-03-20)

  • Polished some animations in the Exploiter Orb vent cinematics.
  • Fixed crashing when transitioning to or from Deck 12 as an Operator.
  • Fixed the Exploiter Orb not appearing in Phase 2 if there was a Host migration before Phase 1. Thanks to 'Immortal' for the solid repro on this!
  • Fixed players sometimes disappearing on each others' screens after beginning to load to Deck 12 or back to Venus. This would often result in further issues such as unloading Venus while the player is standing in it.
  • Fixed Clients seeing a massive Exploiter Orb when initiating the vent cinematic.
  • Fixed the Exploiter Orb heat gauge potentially not updating when transitioning to and from Deck 12.
  • Fixed the Exploiter Orb boss title text not appearing for Clients.
  • Fixed a (sometimes) massive game hitch when entering Orb Vallis due to Thermia Fractures spot loading.

Hotfix 24.5.3 (2019-03-19)

The team continues to work on further crash fixes and Matchmaking issues related to join-in-progress and Operator specific cases. The particular case of missing Exploiter Orb during Phase 2 is also still under investigation. If anyone encounters this particular issue, we would greatly appreciate Host EE.Logs to http://support.warframe.com/. Visiting http://warframe.com/logs shows you how to collect your EE.Logs!

  • More fixes towards crashing when transitioning to or from Deck 12.
  • Fixed the Exploiter Orb being in a broken state if you transitioned back to Deck 12 while the Exploiter Orb was still alive above ground.
  • Fixed all players seeing the ‘Throw the Coolant Canister’ UI message when only one person is holding one.
  • Fixed persisting ‘0 players waiting’ UI message during Phase 2 of the Exploiter Orb fight.

Hotfix 24.5.2 (2019-03-18)

  • Fixed ability to destroy the Exploiter Orb’s vents simultaneously. One vent at a time!

Hotfix 24.5.1 (2019-03-15)

  • Exploiter Orb’s Fire Wall ability now cools down gradually instead of in a single big chunk.
  • Exploiter Orb heat gauge no longer shows in the HUD if you’re not in that Phase of the fight.
  • Thermia can no longer be destroyed when lying on the ground before you pick it up.
  • Increased the visual indication of where the Thermia Dispensers are during Phase 1 of the Exploiter Orb fight.
  • Minor tweaks to the Exploiter Orb vent explosion sounds.
  • Fixed crashing when Mining after transitioning to Deck 12. You will still notice Mining veins in these areas, but you’ll be unable to interact with them due to the crash risk.
  • Fixed a crash occurring during the Exploiter Orb vent cinematic scene.
  • Fixed a crash that could occur in Phase 1 of the Exploiter Orb fight.
  • Fixed a script error after destroying the Exploiter Orb’s vents in Phase 1 that resulted in an inability to continue.
  • Fixed Warframe becoming invulnerable and being unable to use Operator if you attempted to use Transference while loading into Deck 12.
  • Fixed Nekros’ Desecrate removing the Exploiter Orbs body, resulting in missing death explosion.
  • Fixed Exploiter Orb heat gauge persisting on the UI after death.

Update 24.5 (2019-03-14)

Update 24.0 (2018-11-08)

  • Introduced.

See Also[]

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