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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 › Sacrilege

Terrabase Charon (2nd Mission)

Io

Enemies Encountered
  • Taken: Psions, Thralls, Phalanxes
  • Taken: Sub-Boss: Wizard Elite x3
  • Taken: Boss: Centurion Boss
Objectives
  • Seal the Taken portal.
Important Allies
  • Asher Mir

Cabal Depot: Portal Assault (Taken Wizards)

Super: Recommended

Grenades: Recommended

As you arrive back outside, you’re warned that the Taken are attempting to summon a portal, and the ritual has already started! This arena-like junction consists of three pathways: the platform you’re on, the main route back to Lost Oasis, and a large hangar area to your right. Make short work of the Taken Psions on the platform, and then remember the location of this ledge. Once you defeat the three Taken Wizards, it becomes very important to use the height and cover afforded by this location.

Sub-Bosses: But for now, you must concentrate on the masses of Taken in the vicinity. Equidistant around this depot area are three Taken Wizards. Swiftly defeating each one is paramount to continuing your progress, and this isn’t easy. Two Taken Phalanxes and around four Taken Psions guard each Taken Wizard. Additionally, the Taken Wizards can summon Taken Thralls to waylay you. It’s worth starting with the Taken Wizard immediately left of the platform, as it is nearest and you have the stack of large pipes and other crate-like scenery to use as cover. Remove the foe’s shield, and concentrate your firepower on its head.

Tackling Taken Wizards

Aside from summoning Taken Thralls, Taken Wizards can conjure a ball and launch a multitude of orb-like bolts that are highly damaging (their Necromantic Gaze attack). They also have a Darkness Blast of energy that can stop you dead in your tracks. They use Void Shields, so switch to an Energy weapon of the same type, and finish them with sticky grenades or your favored weapon and shots to the head.

You should take a few shots from other nearby foes in order to end the Taken Wizard’s life. Breaking off from combat causes the Taken Wizard’s shield to recharge, lengthening this dangerous combat considerably. After you’ve dispatched the Taken Wizard, remove the Phalanxes, Psions, and any other Taken foes in the immediate vicinity (in the first “third” of this arena). Another option is to battle the Taken Wizard’s minions first. There’s some tactical advantage of removing the Phalanxes before they can damage you with their shield attack.

You should be focusing your firepower on each subsequent Taken Wizard as often as possible. Don’t land near to the foe, and then start firing. Take aim at this foe from extreme range, causing damage as you close to remove it as quickly as possible.

A clockwise maneuver to the next Taken Wizard (who is floating among the rocky outcrops) is wise because it is closer than the final foe near the main road entrance. You can stand atop the rugged ledges and face few other hostiles, so with some nimble leaping, you can remove this threat with relative ease.

The last Taken Wizard in the large flat expanse near the road entrance is the most troublesome. Its contingent of Taken infantry can easily deplete your defenses, especially if you ignore cover and leap down from the platform. You may want to approach from the rock formation after slaying the previous Taken Wizard, since there are more cover opportunities and places to retreat to. The only reason to attack via the open road entrance is if you favor a Super or can quickly reach the cargo crates cover near the Taken Wizard.

It’s worth expending your Super to demolish the first Taken Wizard you encounter. Focus on hammering it with your attack. If you’re fast enough and your Super lasts long enough, continue it by quickly heading to the second Taken Wizard. Using your Super on the Taken infantry is wasting your powers. Remember, the crackling and gradually expanding portal in the sunken central part of the arena is perhaps the worst place to stand. The enemy has the height advantage, and even the available protection under the ramps is soon negated as you’re overrun by Taken Psions or Taken Thralls. Only head here to open the chests; otherwise, stay to the perimeter.

Cabal Depot: Portal Assault Vortex Mind

Super: Recommended

Grenades: Recommended

The portal continues to open. It expands and the entire arena is encased in a black dome, effectively trapping you just within the perimeter and severely impeding your ability to stay around the edges of this location. Rifts appear, depositing Taken Psions. Stand atop the ramp near the three stacked cylinders and initial platform, and drop them as they head your way. Back up onto the platform, using the crates as cover until you’ve dealt with most of these foes and the final Taken entity appears.

Boss: This highly dangerous Taken Centurion is perhaps the most difficult foe you’ve faced. It can bombard you with a Projection Rifle that can kill you in three or four shots. It fires homing orbs of energy that find and explode, usually killing or badly damaging you. Additional Fallen Thralls and Psions appear throughout the fight. If you aren’t properly prepared, expect to die a good number of times when facing him!

First, the Vortex Mind seems to stay mainly in the sunken central part of the arena, which means you should remain as far away from the barrage of attacks he generates as possible. Stay around the upper perimeter, ideally on the platform. Use your Movement Mode to go across to the rock outcrop for a different view or if one of these two vantage points becomes choked with lesser foes.

Any lower location means you’re likely to be overwhelmed, first by the Vortex Mind firepower, and then by Taken Psions and Taken Thralls swarming your location. The only time you should think about heading into closer range is if you’re using a shotgun, a maneuver both dangerous and effective. Second, make a more vertical leap or step to the edge, and bombard the Boss with your favored weaponry. A low-recoil rifle is good. You need eyes in the side of your head to watch for foes outflanking you. Stand on the platform, and it’s slightly easier because lesser enemies can only reach you via the ramp and path to your left. Intersperse your gradual Boss wounding with quick rakes of attacks against Taken Psions and Taken Thralls checking the ramp to see any heading your way.

Third, deal with the Vortex Mind’s homing orbs by shooting them yourself, or stepping into cover so the orb hits that and not you. Shooting is the better tactical plan, as you can quickly switch back to blasting the Boss’s head. Don’t be overly impatient in this fight, which usually gets you killed. If this Taken deity decides to launch multiple homing orbs, shoot them from as far away as possible, then focus on his head.

When you remove a third and then two-thirds of the Boss’s health, additional lesser foes are summoned, though the attack pattern remains similar. Feel free to launch a grenade or Super as soon as they have recharged from your Taken Wizard battle.

As you must continuously move to avoid death, weave around the perimeter, using the rocks and crates for cover and resisting the temptation to head into the middle of the arena. Stay away from the edges of ledges, or you may be easily demolished by this enemy’s gunfire. And remain calm; this behemoth takes a while to drop!

Once you’ve defeated the Vortex Mind, the mission concludes.

Asher Mir

“As for you, meddling Guardian? I’ve a few choice things to say to you!”

While many Guardians have encountered the Vex, Asher Mir is one of the few Light-bearers who could be said to fully understand them. A member of an obscure sect of Warlocks, the Gensym Scribes, Asher has spent his entire Guardian life attempting to understand these cybernetic beings. He’s a (somewhat) friendly face on the edge of the solar system.

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