Deep Stone Crypt (raid)
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Surviving the Blizzard
The raid begins with a cutscene which shows the Guardians landing on a rooftop in the Eventide Ruins. Once the cutscene has finished, they will jump from the building and continue directly ahead into the destroyed building. Inside there, two Dark Council Guards and plenty of Marauders and Dregs will be guarding the bunker entrance to the Crypt. They will need to be defeated in order to unlock the entrance and proceed further. Once inside the bunker, the Guardians will traverse through the icy tunnel until they reach another doorway leading to Desolation.
Once they have passed through the doorway, they will find that the Fallen have constructed a series of platforms encased with a heat bubble to shelter them from the ongoing blizzard. The first bubble contains six Fallen Pikes and the Guardians must use either their Sparrows or the provided Pikes in order to traverse between each heat bubble. Upon leaving the heat bubble and journeying into the blizzard, they will receive a debuff named Frostbite which will kill them if they receive 10 stacks. To counteract this, every heat bubble contains a buff called Shelter from the Storm which quickly reduces the amount of Frostbite they have received. The faint lamps and scattered Web Mines are placed in the general direction the Guardians should follow to the next heat bubble.
Upon reaching the third heat bubble, reinforcements will be called to delay the Guardians' progress from every heat bubble thereafter; they comprise of Dark Council Guards and fodder enemies, such as Marauders and Dregs. Once every enemy has been defeated in the area, the Guardians will gain a checkpoint for that heat bubble. There are a total of seven heat bubbles they must navigate through the blizzard. Once the Guardians reach the final heat bubble, defending reinforcements include two Brigs alongside numerous Dark Council Guards and fodder enemies. If they choose to, the Guardians can collect a hidden chest nearby by climbing inside the rock adjacent to the exit.
Once they have entered the doorway to exit the blizzard, the Guardians must traverse through another icy tunnel connecting to Restricted and moreover, the entrance to the Deep Stone Crypt itself.
Upon journeying further into the Crypt, the Guardians will enter a room with six fuses. Three fuses will be in the well lit area with bright lighting, and the other three fuses will be in the dimmed area with dark lighting. There is an area in the basement as well that contains a number of keypads. The objective of this encounter is to destroy the fuses in order to disable the crypt security. Before starting the encounter, it is advised that the Fireteam split themselves into two groups of 3 - one group for the lit area, and the other group for the dimmed area. The Guardians must also designate identifiable roles amongst their Fireteam. There are two roles for this encounter: Operator and Scanner.
The Scanner is going to identify yellow glowing keypads in the basement through the windows in their area. There are eight windows in total, four for the lit area and four for the dimmed area, such that ten keypads are visible. The windows closest to the side with the entrance in both areas can see two keypads each, every other window can see only one keypad. Only four keypads will be glowing yellow, two for either side, and they must be identified. The Operator is going to go into the basement and shoot the red glowing keypads that the Scanner identifies. Shooting an incorrect keypad or staying in the basement for one minute will cause the Operator to be set alight and die. If the Guardian holding the Operator role dies, the role can be reacquired from an Operator Vandal that will spawn.
Within each area, as well as the basement, there is a station that emits a yellow light called an Augment Terminal. This allows the Fireteam to transfer designated roles between each area. By depositing a role into the Terminal, anyone can withdraw it and take over a role for another player. Picking up the Operator role that is already in the Terminal will begin the encounter. Sentinel Servitors will occasionally spawn on the lit and dimmed areas, and disrupt the Augment Terminal to render it inactive for all areas. Defeating them will automatically reactivate the Terminal.
Once the encounter starts, the doors to either side will lock and a visible timer on the fuses will begin. If the Guardians take too long to initiate a damage phase or the , the entire Fireteam will die. A Hacker Vandal will spawn in the dimmed area with the Scanner role; defeating them will drop the role. Once the role is picked up, the Scanner should look through the windows on the dimmed side and communicate the yellow glowing keypads to the Operator. The Operator should wait for the Scanner to identify the correct keypads to shoot before heading to the basement. The Scanner should then pass their role into an Augment Terminal so that another Guardian on the lit area can pick it up and do the same thing. During this time, Sentinel Servitors and Overload Captains as well as fodder enemies will spawn on both the lit and dimmed areas. Marauders will attempt to harass the Operator in the basement.
After the Operator successfully shoots the four correct keypads, the damage phase will begin. They must deposit the Operator role into the Augment Terminal and someone must withdraw it. Afterwards, the Scanner deposits their role into the Terminal for the Guardian in the basement to withdraw. On the pillar behind the Terminal, there are 6 fuses representing each big fuse on the lit and dimmed areas. The Scanner must identify the correct fuse to shoot by identifying the yellow glowing fuse in the basement respective to the fuse in the lit or the dimmed area. Shooting the incorrect fuse will cause the entire Fireteam to die. If the Guardians take too long, the shielding will be raised on the fuses and they will have to repeat the process again.
Upon completion of the encounter, the Guardians are gifted with a raid chest containing arm or leg armour, a class item, or the Trustee scout rifle. To proceed to the next encounter, they will need to follow the path into Clarity Control behind the chest.
Challenge Mode: Red Rover
Every member of the Fireteam must be Operator at least once and shoot at least 2 correct keypads in the basement. This will generally require three phases of the encounter to complete.
Dueling the Fallen Exo
Upon arrival Atraks-1 will awaken Taniks, Reborn from his cryopod and point to the Guardians. Taniks reacts with anger as he begins bash the laboratory glass in rage and disappear by climbing the glass, with Atraks following suit.
To initiate the encounter, players need to approach a purple glowing orb near the four space elevator pods. Atraks will re-emerge with various duplicate clones spread across Clarity Control and Morning Star. She is immune to all damaged and armed with a upgraded Shock Rifle. Getting near Atraks will unleash a fatal Ultra Smash attack.
The objective is to defeat Atraks-1 by locating the correct duplicate to attack through the use of a Scanner augment. It is advised players equip the weapon, The Lament due to its high damage capacity.
There are a total of eight Atraks-1 duplicates, with four in the laboratory and four in the orbital space station. In the laboratory, there is one duplicate by the middle space pods, one by the red room and two by the yellow room; separated into upper and lower. While in the orbital station, there are two duplicates by the middle; front and back, one by the left and one by the right.
Also spread across both rooms are three augment terminals to help players transfer their augments between each other. These can be found by the middle, left and right portions of the room, the orbital station is unique for having a extra terminal near the space pods.
Players are advised to split into two groups of three to tackle Atraks from both rooms. Using the space pods will help players enter the orbital station above and also travel to the laboratory below. They also need to acquire the yellow Scanner and red Operator augments to help defeat Atraks. The Operator Vandal will spawn in the laboratory, while the Hacker Vandal will spawn in the orbital station.
The Operator is able to launch elevator pods to and from the orbital station by shooting the panels near it. They also have the important role of shooting the "Atraks-1 Replication" debuff off players carrying the replication orb. While the Scanner will be able to guide their teammates to the correct Atraks to attack, as the duplicate will glow a distinct yellow.
To begin the damage phase against Atraks, players are required to destroy a total of six Sentinel Servitors that spawn near the Fallen Exo. Three will spawn in the laboratory and three will spawn by the orbital station, each spread across to the middle, left and right. The Sentinel Servitors will also disable the augment terminals and need to be destroyed to grant access to it. Hacker and Operator Vandals will also spawn alongside the Sentinels. It is also possible to begin the damage by waiting for a prolonged amount of time.
Following their destruction, Atraks will initiate its "Extinction Protocol". This will first start at the orbital station above and then the laboratory below and will continue this process back and forth to a total of four damage phases. Failure to defeat the correct duplicate in time will result in a wipe mechanic called "Replicated Ruin". After defeating the duplicate in the orbital station, the Scanner then needs to pass their augment through the terminal to a player below so that they too can attack the correct Atraks. The Scanner augment will need to be juggled throughout the individual damage phases and players are advised to delegate Scanner roles accordingly.
When a duplicate despawns, it will drop a purple glowing orb named "Atraks-1 Replication". It is important to pick this orb up and dispose replication by entering one of the four airlocks in the orbital station. The Operator has the added duty to first open their doors by shooting the red glowing panel and then shoot the replication off the players carrying it.
Players are given 45 seconds to hold the buff and this can be extended if the Operator shoots the orbs over their heads to reset the timer. If the replication isn’t destroyed, a copy of Atraks will spawn and eliminate everyone, resulting in death by "Replication". Players carrying the orb from the laboratory need to use the launch pods and travel to the space station and also enter the airlocks. If the Operator were to mistakenly pick up the orb, they have the option to transfer their augment and allow another player to shoot the orb off them. However if a player were to stay in the airlock for too long, they risk death as it will be eject into space.
If her health does not reach final stand, Atraks will spawn more Sentinel Servitors to initiate another cycle of damage phases until she reaches final stand. In final stand, the whole team need to gather by the orbital station and await the final Extinction Protocol. There Atraks will spawn a total of eight duplicates across the room and the Scanner will need guide their team to the correct Atraks to damage. The duplicates will also drop more replication orbs that need to be sent to the airlock, however if teams are fast enough, they can defeat Atraks without destroying the orbs and collect the raid chest.
The Orbital Space Walk
After defeating Atraks-1, players need to complete a series of unique jumping puzzles by traversing through the platforms outside of the Morning Star orbital station.
On completion of the first few jumps, players can collect the next raid chest and by jumping further they can collect the last few logs belonging to the Exo Stranger.
To halt their progress, the House of Salvation will deploy numerous Shanks throughout the encounter. Upon reaching the end, players need to defeat a couple of Brigs and Dark Council Guards stationed outside the entrance of Rapture and proceed to the next encounter.
Surviving the Descent
After navigating through the Morning Star, Taniks can be found by the command deck of Rapture. If approached or shot, Taniks will begin the encounter and be immune to all damage.
Players are required to deposit nuclear cores into the correct boxes to disarm the Crypts nuclear protocol. By picking up the yellow Scanner augment from a Hacker Vandal, players can guide each other to the correct boxes as two will glow yellow.
To collect the nuclear cores, a red Operator augment is required and can be gained by defeating a Operator Vandal. Upon hearing the sound of an alarm, the player with the Operator augment is required to shoot a glowing red panel near one of four the nuclear cores terminals across the room. These can be found by the far left and right walls of the room and other two by the left and right side of the upper catwalk. Failure to shoot the panel in time will drop three nuclear cores instead of two.
The cores will emit a "Radiation" debuff that can become fatal if the number reaches 10. To prevent this, players are advised to coordinate their radiation levels by passing each other the cores. Failure to deposit the cores in time will also result them to explode and eliminate the whole fireteam.
Taniks will attempt to suppress their progress by turning the deposit boxes offline. This requires players to pick up a blue Suppressor augment from the Suppressor Vandal and allow them to stun Taniks as he glows blue. Players with the augment need to stand beneath one of the three circular security drones in the room and need to stun him three times by moving to each drone. One is located in the middle, while the other two are elevated on a platform to the left and right.
Taniks will recruit reinforcements such as Overload Captains and Dark Council Guards to prevent the Guardians from depositing their cores and some players with an augment can become deactivated. This will require them to switch their augment with another player from a yellow augment terminal. After successfully depositing the cores six times, the Crypt AI will deactivate its nuclear protocol and open a hatch in the middle of the room. Players need to traverse the lower hallways of the Rapture to reach an escape pod before the orbital station crashes into Europa. Taniks will mercilessly follows the players and blast them with solar blasts from its Molten Welder. The escape room will close itself, trapping Taniks outside and the encounter will end when the orbital station crashes.
After surviving the crash into Europa, players will be dazed from the impact as they return to the entrance of Deep Stone Crypt. The crash site, now called Restricted, is littered with the remains of the Morning Star and most notably a pile of debris with Taniks beneath.
By approaching or shooting the wreckage, Taniks will re-emerge as a powerful monstrosity merged with a Heavy Shank and now known as Taniks, the Abomination. He is capable of flight and immune to damage which allow him to relentlessly blast players with its Molten Welder and summon Fallen reinforcements in the form of Dark Council Guards and Vandals that have the Scanner, Suppressor and Operator augments.
After a short while, Taniks will position himself near one of the three major areas; the spawn area, a site with orange lighting and another site with blue lighting. There Taniks will expose four nuclear cores from its Shank haul and unleash a purple wave attack called Turbulent Barrage. Players are required to shoot two to four nuclear cores to stop his attack. Failure to shoot the cores will result to instant death as Taniks will unleash his devastating Turbulent Detonation blast to everyone.
Similar to his Reborn encounter, players are required to deposit the nuclear cores into two of the six deposit bins located near the major areas. Each area has two deposit bins and inserting the cores in the wrong bins will lead to instant death. To prevent this, players are required to acquire the Scanner augment by defeating a Hacker Vandal spawning out the blue area. The Scanner can now guide their team to the correct deposit bins as they will glow yellow. It is advised that they number the bins from one to six either clockwise or anti-clockwise to the starting zone.
However, as players attempt to deposit their cores, Taniks will detain them in a red/purple sphere. This can result to death if players carrying the cores reach a radiation levels of 10. To prevent this, players are required to eliminate an Operator Vandal located near the spawn area and pick up its Operator augment. The Operator can then free their teammates from entrapment by shooting the spheres from outside.
While approaching the deposit bins, Taniks is capable of turning them offline similar to the previous Descent encounter. Players with the Suppressor augment need to stun Taniks as he glows blue. To gain this, they are required to defeat a Suppressor Vandal located near the orange site. However, this time there are three security drones location by blue, orange and spawn areas, with nine drones total. The Suppressor need to pass through three of the drones in any given area. If they suppress Taniks too quickly, a player with a augment such as an Operator can become deactivated. It is recommended for the Suppressor to slow down their gameplay and wait for Taniks to encase players twice before stunning Taniks a final third time. If any players were to have their Augments deactivated, they can transfer it to another player by going to one of the three augment terminals.
After depositing the four nuclear cores, Taniks will position himself to the middle of the crash site and release a blue Shock Field of swirling debris. Players need to carefully enter the field and position themselves within the two spheres, as standing too close will deal Arc damage and too far will cause death from the rotating debris. During the damage phase, Taniks will send a gust of energy to push the fireteam out of sphere, in which they must carefully re-enter his Shock Field to continue damaging Taniks.
If his health does not reach final stand, Taniks will repeat the nuclear cores encounter until he reaches final stand. Fireteams also have three damage phases until Taniks enrages.
Once Taniks reaches final stand, he will teleport across the crash site appearing either by the spawn, blue or orange locations. Players need to continue their damage as he teleports around. If players fail to kill Taniks after five teleportations, he will instantly kill the group. After defeating Taniks, Guardians then can claim loot from the final chest and spend their Spoils of War on gear and weapons from the raid.
The Guardians discover the a log recorded by the Exo Stranger labelled “DSC-777-ALB.”
Two possible dialogues will play after the deactivation of crypt security, one with and one without an Exo Guardian present
The raid team reaches Clarity Control
The Guardians also discover a second log recorded by the Exo Stranger labelled “DSC-777-WIB.”
The raid team ascends to the Morning Star
The team defeats Atraks-1, Fallen Exo
The Guardians discover a third log recorded by the Exo Stranger labelled “DSC-777-ANB.”
The Guardians discover a fourth log recorded by the Exo Stranger labelled “DSC-777-SCB.”
The Guardians discover a fifth log recorded by the Exo Stranger labelled “DSC-777-CLB.”
The Guardians proceed to the nuclear contingency chamber. Taniks, Reborn appears.
'The raid team deactivates the unclear descent protocol
Post-Raid Clovis I dialogue
After the first raid completion, the door leading to Clovis Bray I's Exo head in Creation was unlocked. Two dialogues are available, one for players who have completed the raid and another for those who have not.
Raid not yet completed'
Atraks-1, Fallen Exo
The Deep Stone Crypt