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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 › Hope

Sinking Docks

Seas of Titan and Restricted Zone

Objectives
  • Secure shipyard command center.
Enemies Encountered
  • Hive: Thrall, Acolyte, Knight

Falling Short

Your Guardian class makes the jumping a little more difficult or “precise,” as does the jump type you might have chosen. If you’re constantly (and literally) falling short, vary your timing between the first and second jumps while airborne. Titans have a slightly easier time of it, and Warlocks have the trickiest maneuvers; so if your Warlock is falling short, double-tap your jump button faster, for greater upwards boosting.

Initial Superstructure

Super: Not recommended

Grenades: Not recommended

The main order of business is to find and secure the shipyard’s command center, located on one of the massive rig islands farther into this facility. You begin on the outer (western) edge and must accomplish some deft maneuvering first.

Begin by jumping to clear any gantry gaps you see, working from one large platform to the next. Watch as large containers slide into the stormy methane ocean en route to some narrow platforms on the gigantic pilings of the superstructure. Careful landing and Movement Mode activation is required so you don’t fall into the frothing seas. Once inside the red vertical piling tower, shoot the secretions coating the entrance and exit as you ascend to an upper red pipe and more precarious gantry jumping. Finally, leap across to the interior entrance marked “Kemphaan” in giant lettering, and enter.

Kemphaan Rig (Restricted Zone)

Super: Not recommended

Grenades: Optional

Warning!: Restricted Zone

The walls of this massive rig are coated in disgusting secretions, and it isn’t long until you witness the revolting entities responsible. Your presence wakes around eight Hive Thralls. Back up, shooting them in the head before they maul you, and use melee attacks with quick maneuvers so you aren’t swarmed. The next chamber has another eight or so Thralls.

Feel free to back up into the previous chamber to avoid getting mauled, and use melee attacks after emptying a clip of ammo to finish off these foes. Then, reload afterward. With the coast clear, turn right at the entrance right of the large pipes labeled “1, 2, 3.” This leads to a farther storage chamber with a final cluster of Thralls. Deal with them in the same manner as before. Then, exit the rig onto another highly precarious (and partly broken) gantry platform.

Poelruiter Rig

Super: Optional

Grenades: Optional

Warning!: Restricted Zone

Leap across the gaps in the gantry platform and into the side entrance of the “Poelruiter” rig. At the doorway near the sign for “Bay 3,” you must begin a sweep of Hive Acolytes; around eight are lurking in the two-level chamber beyond. You can elect to slowly tackle foes from the doorway with well-aimed gunfire down your sights, or leap onto the upper area of turquoise metal flooring and use more aggressive tactics. A well-aimed grenade also works to clear the area out. Acolytes don’t respond well to being shot in the head, so make that the target of choice for dispatching them.

Step into the cylindrical vent chamber with the large floor fan, and drop down.

Acolyte Learning and Burning

Hive Acolytes are the most numerous of enemies that fire weaponry (compared to the Thrall foes that just charge and claw at you). Acolytes have no real protection aside from their bony hides, so concentrate your fire at their craniums, and dodge or seek cover to avoid their gunfire. They go down after two melee attacks, so you may want to soften them up with gunfire first. However, be aware that some Acolytes have learned a highly damaging flame grenade ability that can set you ablaze if you’re caught in the pool of fire they conjure (although this is rarely seen).

Drop down onto the red-colored metal cargo platform. Thralls are active in the vicinity, and more appear the longer you wait around here. Feel free to take your time if you want to accrue more kills.

Your main task is to defeat the trio of Acolytes on the lower platform, then drop another four or five on the gantry steps ahead and left of your initial landing position. Then, ascend a vertigo-inducing set of gantry steps that would definitely fail a safety inspection, and go up into a circular doorway.

Super: Recommended / Grenades: Recommended

Enter a corridor, peering through a gap between walls to see a strange green fire in the mid-distance, an indication that a Hive Knight is present. You can rush up the small steps to the left, lob in a grenade, and wound the cluster of Thralls, the Knight, and Acolytes. You could also storm in using your Super, or shoot a sitting Thrall from the entrance and coax the Thralls to charge you, dispatching them all relatively easily before heading up and into the main chamber where the Knight resides.

The Knight should be your priority. After reading up on this foe’s tactical strengths and weaknesses in this guide’s Bestiary, you know to strike the head and wait for the shield to dissipate.

Then, you remove the small amount of health they gain and the rest of the foe’s constitution until they are dispatched into the ether. Seek cover for the Knight’s Boomer weapon, which has a wide-spreading number of projectiles, none of which is particularly pleasant to be hit by.

Head farther into the upper cargo bay, now illuminated by a sickly yellow glow from a nest-like secretion in the main bay itself. Deal with Acolytes on the raised platform, then turn your attention to the Knight by the Hive “nest.” If he’s heading your way, make him a priority. However, if he’s staying on the far side of the “nest,” tackle the Acolytes first. Use the large pillars (one in the raised area) for cover. There’s little need to charge in unless your Super demands it.

With all foes vanquished, head to the right of the window onto a precarious covered tube gantry that links the Sinking Docks to Siren’s Watch, and proceed to the main rig itself.

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