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Contents

  • Curse of Osiris
    • An Overview
      • Osiris Backstory
      • What’s New?
    • The Lighthouse
    • Infinite Forest
    • Campaign and Strikes
      • The Gateway
      • A Deadly Trial
      • Beyond Infinity
      • Deep Storage
      • Tree of Probabilities (Campaign and Strike)
      • Hijacked
      • A Garden World (Campaign and Strike)
      • Omega
    • Mercury Adventures
    • PVP
      • Radiant Cliffs
      • Pacifica
      • Wormhaven (PS4 Exclusive)
  • Field Manual
    • Introduction and Overview
    • Guardian Creation
    • Basic Actions
    • Guardian Abilities
    • Titan Abilities
    • Hunter Abilities
    • Warlock Abilities
    • Weaponry
    • Armor
    • Other Gear and Vehicles
    • Navigation
    • Progression
    • Grinding and Gear
  • Campaign
    • Overview
    • Homecoming
      • Overview
      • Tower Watch
      • Tower Hangar
      • Tower Plaza
      • Tower North
      • The Chosen
    • Adieu
      • Overview
      • Escaping the Last City
      • The Farm
    • Spark—Pt. 1
      • Overview
      • Quarantine Sector 236
      • Blackened Forest
    • Spark—Pt. 2
      • Overview
      • The Dark Forest
    • Hope
      • Overview
      • Sinking Docks
      • Siren’s Watch
    • Combustion
      • Overview
      • Salt Mines (1st Mission)
      • Salt Mines (2nd Mission)
      • Salt Mines (3rd Mission)
    • Riptide
      • Overview
      • The Rig
      • Tidal Anchor
    • Utopia
      • Overview
      • Access Terminal
      • Festering Halls
    • Looped
      • Overview
      • Artifact’s Edge
      • Hallows
      • Sunken Cavern
      • Well of Giants
    • Six
      • Overview
      • The Cistern and Pools of Luminance
      • Glade of Echoes
      • Exodus Black
    • Sacrilege
      • Overview
      • Terrabase Charon (1st Mission)
      • The Wraith Mines
      • Terrabase Charon (2nd Mission)
    • Fury
      • Overview
      • Giant’s Scar (1st Mission)
      • Excavation Site II
      • Giant’s Scar (2nd Mission)
      • Warmind VaultJYS-2
    • Payback
      • Overview
      • The Tunnels
      • Sunken Isles
    • Unbroken
      • Overview
      • Legion’s Hold
      • Legion’s Watch
    • Larceny
      • Overview
      • Legion’s Anchor
    • 1AU
      • Overview
      • Starboard Landing
      • Mineral Processing
      • Sunside (1st Mission)
      • Sunside (2nd Mission)
    • Chosen
      • Overview
      • Peregrine District
      • Systems Deck
      • Quarterdeck
  • Strikes
    • Overview
    • The Pyramidion
      • Overview
      • The Rupture (Entrance)
      • The Rupture
    • The Inverted Spire
      • Overview
      • The Cistern
      • The Anchor
      • Legion Drill Site
      • The Inverted Spire
    • Exodus Crash
      • Overview
      • Prodromus Down
      • Exodus Black
      • Glade of Echoes
      • EX-077 Command
    • The Arms Dealer
      • Overview
      • Legion’s Anchor
      • Sunken Isles
      • Legion’s Hold
      • Echion Vae
    • Savathun’s Song
      • Overview
      • Solarium
      • Arboretum
      • Chasm of Screams
  • Crucible
    • Overview
    • Match Types
    • Crucible Map Icons
    • The Dead Cliffs
      • Overview
      • Locations and Match Types
    • Endless Vale
      • Overview
      • Locations and Match Types
    • The Fortress
      • Overview
      • Locations and Match Types
    • Legion’s Gulch
      • Overview
      • Locations and Match Types
    • Altar of Flame
      • Overview
      • Locations and Match Types
    • Vostok
      • Overview
      • Locations and Match Types
    • Midtown
      • Overview
      • Locations and Match Types
    • Javelin-4
      • Overview
      • Locations and Match Types
  • Adventures
    • Overview
    • EDZ Adventures
      • A New Frontier
      • Calling Them Home
      • Poor Reception
      • A Frame Job
      • Dark Alliance
      • Reverse the Polarity
      • Getting Your Hands Dirty
      • Unsafe at Any Speed
      • Red Legion, Black Oil
      • No Safe Distance
      • Stop and Go
      • Anti-Anti-Air
      • Supply and Demand
    • Titan Adventures
      • Thief of Thieves
      • Bad Neighbors
      • Siren Song
      • Deathless
    • Nessus Adventures
      • Unbreakable
      • Ghost in the Machine
      • The Vex Trial
      • Release
      • A Tale of Two Confluxes
      • Assault of Black
      • Key to the Network
    • Io Adventures
      • Arecibo
      • Postmodern Prometheus
      • Unexpectred Guests
      • Cliffhanger
      • Road Rage
  • Lost Sectors
    • Overview
  • World Quests
    • Overview
    • EDZ World Quest: Enhance!
      • Mission 1: Odd Symptoms
      • Mission 2: Show and Intel
      • Mission 3: Differential Diagnosis
      • Mission 4: Experimental Treatment
    • Titan World Quest: Enemy of My Enemy
      • Mission 1: A Visit to Command
      • Mission 2: Data Requisition
      • Mission 3: Report to Sloane
      • Mission 4: Lighting the Dark
      • Mission 5: Chances and Choices
      • Mission 6: At Full Power
    • Nessus World Quest: The Exodus Black
      • Introduction
      • Mission 1: Speak to Failsafe
      • Mission 2: Uncovering the Past
      • Mission 3: The Captain
      • Mission 4: Talk to Failsafe
    • Io World Quest: King’s Shadow
      • Mission 1: The Hunt
      • Mission 2: The Conversion
      • Mission 3: Asher’s Theory
      • Mission 4: The Army
      • Mission 5: Trapped
  • Patrols
    • Overview
  • Public Events
    • Overview
    • Full Public Event Types (Eight Types, 34 Total)
    • Secret Public Event Types (10 Types, 93 Total)
    • Public Event Availability Chart
  • Challenges
    • Overview
  • Director
    • Introduction and Overview
    • European Dead Zone
      • EDZ Overview
      • EDZ: Initial Activities
      • EDZ: All Activities
      • The Farm
      • Sojourner’s Camp
      • Outskirts
      • Trostland
      • Salt Mines
      • Maevic Square
      • The Reservoir
      • The Sludge
      • The Dark Forest
      • Quarantine Sector 236: Blackened Forest
      • Winding Cove
      • The Gulch
      • The Tunnels
      • Firebase Hades
      • Sunken Isles
      • Legion’s Anchor
      • Legion’s Hold
      • Legion’s Watch
      • Echion Vae
    • Titan
      • Titan Overview
      • Titan: Activities
      • Sinking Docks
      • Siren’s Watch
      • The Rig
      • Tidal Anchor
      • Solarium
      • Festering Halls
      • Arboretum
      • Chasm of Screams
    • Nessus
      • Nessus Overview
      • Nessus: Activities
      • Artifact’s Edge
      • The Tangle
      • Chamber of Stone
      • The Mists
      • Well of Echoes
      • Watcher’s Grave
      • Chamber of Water
      • The Cistern
      • Pools of Luminance
      • Well of Flame
      • The Anchor
      • Excavation Site VII
      • The Inverted Spire
      • Hallows
      • Glade of Echoes
      • EX-077 Command
      • Sunken Cavern
      • Well of Giants
      • Exodus Black
      • Chamber of Sky
      • Prodromus Down
    • Io
      • Io Overview
      • Io: Activities
      • Lost Oasis
      • Spine Burrows
      • The Rupture
      • The Endless Gate
      • Pyramidion
      • Terrabase Charon
      • The Wraith Mines
      • Warmind Vault JYS-2
      • Giant’s Scar
      • Excavation Site II
    • The Tower
      • The Tower Overview
  • The Bestiary
    • Overview
    • Cabal: The Red Legion
    • Fallen
    • The Hive
    • The Vex
    • The Taken
  • Weapons
    • Overview
    • Kinetic and Energy Weapons
    • Power Weapons
    • Exotic Kinetic Weapons
    • Exotic Energy Weapons
    • Exotic Power Weapons
  • Armor
    • Overview
    • Titan Armor
    • Hunter Armor
    • Warlock Armor
  • Trophies and Achievements
    • Achievements List
  • PS4 Exclusive Content
    • Strike: Lake of Shadows
      • Overview
      • Trostland and Maevic Square
      • The Reservoir
    • Crucible: Retribution
      • Overview
      • Locations and Match Types

Destiny 2 Guide › Campaign › Fury

Warmind VaultJYS-2

Io

Enemies Encountered
  • Taken: Hobgoblins, Goblins, Minotaurs, Psions, Phalanxes
  • Taken Sub-Boss: Modular Sigma
  • Taken Boss: Modular Upsilon
Objectives
  • Use the Warmind network to scan the Almighty (continued).

Vault Infiltration

Super: Optional

Grenades: Optional

Maneuver up the narrow tunnel and into the initial vault chamber. As expected, the area is teeming with Taken. Expect three Taken Hobgoblins and a Taken Goblin to attack as you enter. The former foes have some nasty beam weaponry to dodge, and the latter can link to the Hobgoblins, giving them near-invulnerability.

Also, note the slight red glow to the Hobgoblins when shooting them. They have a minor shields, so adjust your offensive ordnance accordingly. Taken Hobgoblins can teleport short distances but aren’t the hardiest of foes. Use headshots and melee strikes to finish them if you’re close enough.

Head up the steps, and drop a Taken Goblin and Minotaur halfway up. Then, remove the Taken Goblin linking to two final Hobgoblins as you reach the mainframe core chamber. With no further Taken activity, head down to the sunken center of the chamber, access the mainframe, and then prepare for the fight of your life!

Preplan of Attack

It’s worth making a thorough sweep of the mainframe chamber before you access the computer itself, prior to the forthcoming Taken battle. Learn where the small sunken tunnel is, the cover opportunities around the perimeter, the dead end of the sand pile and the lack of cover near it, and other minor cover opportunities like pillars.

Mainframe: Modular Upsilon Battle

Super: Recommended

Grenades: Recommended

Warning!: Restricted Zone

Boss: A giant Taken, seemingly a giant Vex Minotaur now possessed by this parasitic foe, steps out of a rift. This is the Modular Upsilon, and it is extremely dangerous. It fires highly damaging flaming bolts in rapid succession, and three of these hitting you directly will likely kill you. If you’re not behind cover, sidestep or leap away from them. Close the gap, and expect a foot stomp that’s not only damaging but launches you backward, sometimes across the entire arena. Melee combat is tricky because of the firepower that Modular Upsilon wields, as well as its foot stomping. It can also turn more-or-less invisible (like a Taken Minotaur), so track the slight glow of its “eye” and focus your firepower on that. Target its general body if you can’t track its eye because of other foes or your position. Finally, it receives invincibility from a Sub-Boss, the Modular Sigma, so refrain from wasting your ammunition any time this behemoth glows a greenish-turquoise.

Sub-Boss: Modular Sigma is a Taken Goblin with more health and a determination to keep its huge brethren invincible for as long as possible. This is your priority target.

Although it fires a Projection Rifle, that’s the least of your worries, since it spends most of its time moving to within 20 feet of Modular Upsilon and sending out snakes of energy. Hit Modular Sigma in the head so it is temporarily destroyed, then make the most of the time it’s gone by hitting Modular Upsilon in the “eye.” When Modular Sigma returns (and it will; it only dies when Modular Upsilon is defeated), destroy it as soon as possible.

Then there’s the small matter of the Taken Phalanxes, Centurions, and Hobgoblins that arrive to help protect Modular Sigma. These are infuriating to deal with, so exercise extreme patience and care, especially when facing the Phalanxes and their shield attack or the Centurion’s homing orb. These foes appear consistently throughout the battle. Leave them, and you’ll end up trying to force your way through four or five Phalanxes to reach Modular Sigma, with little or no cover. Don’t ignore the regular Taken infantry, if only because they’re your only source of ammo.

There are ways to minimize the hardship of this battle. Firstly (and most importantly), know that Modular Sigma only gives Modular Upsilon immunity; it isn’t healed by this green energy link. This means that any damage you inflict on Modular Upsilon is permanent. With this knowledge, prepare a war of attrition. As each wave of foes appears to aid Modular Upsilon, attempt the following: Remove all Taken Phalanxes, Centurions, and Hobgoblins in the vicinity. Defeat Modular Sigma. Then, remove as much of Modular Upsilon’s health as your weaponry allows; shoot its eye or its body, if you can’t aim at the eye.

Use the upper perimeter, lower tunnel, and central mainframe pillar as cover. However, the location of Modular Sigma’s appearance may cause you to venture into the sand slope. Try to find the dark alocve on the sandy hill to the left of where you entered this chamber. Few enemies can threaten you there, and you can more easily inflict damage on both bosses.

Grenade launcher, sniper rifle, and shotgun attacks are all advisable if you need to inflict damage quickly. Sniper fire is good if you can get a target at long range on both Bosses. Check your bullet count, and switch if you’re dangerously low on bullets for one of your main weapons (Kinetic or Energy). As the battle progresses, each time Modular Upsilon loses a third of its health, the link it establishes with Modular Sigma becomes longer. This is actually helpful because you can more easily tackle Modular Sigma without incurring the wrath and firepower of Modular Upsilon.

Grenades are best used just as Modular Sigma and his Phalanx friends appear from a rift; damage as many as you can. Use your Super just after removing Modular Sigma so all your damage is inflicted on Modular Upsilon without it becoming immune. If this happens during a Super, immediately find and destroy Modular Sigma and other Taken infantry.

This is a ferocious and long-lasting battle. Patience is almost as vital as good weapon choices and deft maneuvering. When Modular Upsilon finally falls, the mission concludes.

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