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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 › World Quests › Io World Quest: King’s Shadow

Mission 4: The Army

Starting Location
  • The Rupture, Io
Recommended Power
  • 130+
Prerequisite
  • Complete World Quest step “Asher’s Theory.”
Reward
  • Echo Patterns +1
Description
  • We’ve detected the Taken Boss Knight around the area. He’s likely trying to find a way to teleport his army to other worlds. Stop his ambitions!

Loadout Recommendations

Just as before, bring some up-close and devastating weaponry, as well as some rapid-fire ranged equipment.

From Asher Mir, head to the flag atop the Vex architectural protrusion toward the middle of this Sector. Some jumping is required to reach it, but that’s nothing compared to the climb to come! Ignore the Vex in the sunken part of the main Pyramidion entrance. Instead, start climbing up the super-structure, jumping up the narrow ledges above and to the north of the sunken area. You’re heading in the right direction when you encounter a Taken Hobgoblin on the ledge ahead of you; drop it.

Jump across two floating square-shaped platforms, and continue up the exterior of the Pyramidion structure. Head around and upward, blasting an appearing Taken Phalanx and passing within the outer walls. You’re still outside the structure, but you should see a circular Vex portal across a floating stepping stone platform. Deal with the Taken Hobgoblin guarding the portal before leaping across and entering it.

You appear inside a purple-hued chamber. Be ready for a lengthy battle as an army of Taken is summoned. Start by dropping the Goblins, then a Hobgoblin (at range), and then Phalanxes. Taken Thralls then appear, then Goblins before they link to a Centurion. Expect additional Thralls, Hobgoblins, and a couple of cloaking Minotaurs to waylay your plans. Staying at the entrance to this chamber is wise; there’s plenty of cover and time to react to the Thralls as they charge. Once you’ve cleared the room, the Boss Knight disappears.

Chest Enough Time to Collect

Note the scannable objects and two Region Chests along the route up the outside of the Pyramidion structure. Check the Director for more information. This is a good time to find them (either now, or after the mission is over).

Respawning Restricted

During this quest, The Endless Gate is a designated Restricted Zone.

Make a long controlled drop back down to the ground level of The Rupture, then head south to the entrance to The Endless Gate. There’s minor Vex resistance before you enter, but the action heats up as you wind through the entrance corridor to a pair of circular chambers. Vex Minotaurs and Goblins are battling Taken Thralls and a Wizard. Feel free to let combat play out, but concentrate on the Thralls and removing the Wizard threat (usually with a Void Shield) when you can.

Enter the main chasm chamber of this Sector. There’s time to drop a collection of charging Taken Thralls from distance. As you move slowly forward, snipe at a couple of Taken Goblins. At the start of a block bridge, tackle some Taken Hobgoblins before they snipe you. There’s one on either side of the bridge span, along with a Taken Minotaur and Phalanxes on the far side.

The Boss Knight is being kept invulnerable by Taken Goblins. Remove them first, then focus all your firepower on the Knight.

A Super is great to use here, along with grenades and harsh language. The initial assault is good to try at close range, but once you remove the Goblins, jump back over the bridge span. The Knight summons around four Acolyte Eyes to shoot at you, so tag these from range.

Use the lip of the stone steps on the near side of the bridge as cover, then let rip at the Knight. After dispatching the Acolyte Eyes, watch for Hobgoblins that appear. Dodge the fiery Scorch Cannon-like projectiles and Void Energy blasts from the Boss Knight, which are reasonably easy to dodge at this range. The gap in the bridge prevents the Boss Knight and his minions from swarming you.

As you take his health down past two-thirds, he summons a Hobgoblin and a couple of Goblins. Shoot the Goblins first so they don’t link to the Knight. Combat continues with periodic intrusions of more Hobgoblins and Goblins, so remain steady with your plan of attack. Lob in grenades whenever you can. If ranged combat isn’t working for you, try leaping to the far-left corner near the pulsating warpgate at the end of the bridge. Take out some minions, and then leap back again.

When the Knight is almost dead, it tends to summon a Centurion and a pair of Phalanxes on the near side of the bridge, so prepare for that. When the Boss Knight finally falls, leap across, mopping up any stragglers. Fire at the rift inside the warpgate to end the Taken intrusion once and for all. This mission concludes.

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