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Fractured Whispers

Game:

Destiny 2

Campaign:

New Light

Player(s):

1-6

Recommended Power Level:

1200

Location:

Cosmodrome, Earth

Objective(s):

Prevent a lost Submind from falling into the hands of the House of Dusk

Destinypedia doesn't currently have a walkthrough for this level; could you write one?

 
From the bones of old gods, new ones rise.

Fractured Whispers is a Raid in Destiny 2 released for all players with the New Light experience on March 5th, 2021.

The Guardians investigate House of Dusk activity within the familiar former Crucible map, Skyshock, and discover their motive behind the operations; to secure a Warmind bunker buried beneath the old facility and secure the tech within. With their intentions unearthed, the Guardians must now race into the heart of the bunker and drive the Fallen out before they can override the systems within, and bring its ordnance and tech to bear on the last city.

Objectives[edit]

  • Scout the House of Dusk's Operations
A Ketch is feeding cables into the earth, and the old Hive Seeder has been removed. Discover what the House of Dusk are working on.
  • Disable the Security Systems
The House of Dusk have found a Warmind bunker! Find a way past their security systems and chase them out.
  • Delve into the Warmind Bunker
Dive into the Bunker and drive the Fallen out.
  • Defeat Phraxas, the Shattered
Eliminate the splicer behind the assault.
  • Follow the Power Supply
This isn't over. The Fallen are working on something deeper in the bunker.
  • Destroy the Swarm
Eliminate the Shank Swarm preventing further access.
  • Enter the Warmind Core
Follow the power cables into Ashurbanipal's Core
  • Defeat Phyzis Neo
Destroy the neonate Prime Servitor before it gains full control over the Seraph systems.

Unique Enemies[edit]

Bosses[edit]

Walkthrough[edit]

Disable the Security Systems[edit]

The Raid begins with a cutscene showing the Guardians landing on the outskirts of Skyshock, as the camera pans to two Ketches hovering above, one more distant, the other looming directly overhead and feeding power cables into the earth. The Guardians eliminate the Fallen forces within the area, including Scorch Captains, and proceed to the center area, where the Hive Seeder has been apparently removed. After some dialogue from Shaw Han, a Darkness Zone will temporarily flicker and the fireteam may rally around a Fallen holomap in the center of the arena.

In the center of the arena, the fireteam will notice a series of interactive Fallen "furnaces" within the enclosed area, one's receptacle glowing orange, the other cyan, and the last purple. Some veteran players may put two and two together and recognize this mechanic from Leviathan, Eater of Worlds, but more on that later.

Upon interacting with the main map in the center of the enclosed area, a Darkness Zone will fall and three Splinter Mines will spawn around the vast area, each requiring at least one member to block their detonation sequence to prevent a wipe. Although while players may prevent their initial detonation, should the players do nothing about the Splinter Mines, the holomap in the center will activate a failsafe and immediately invoke an explosion. So, the Guardians must find a way to disarm the Splinter Mines.

Upon reaching their Splinter Mines, the Guardians will be assailed by a constant swarm of Fallen forces, including Elite and Major ranked units, with later phases eventually bringing in Brigs and even Walkers. Among these Fallen squads are uniquely designed Servitors, called Broadcaster Servitors, when upon elimination will show three symbols being projected by Fallen devices circling the Splinter Mine itself. These symbols are different letters from the Fallen alphabet, and one of the three symbols on the projectors will be shared by all projectors surrounding the Splinter Mines. The Guardians must ignore the common symbol and focus on the remaining two.

Fallalpha.jpg

These symbols signify which element is required to expose the Splinter Mine to disarming, indicated by the reader Guardian. While the Splinter Mine players will be beset on all sides, so to will the reader, this time, particularly by Scorch Captains. There should always be someone defending the map as a wipe may be invoked should an Overload Captain or Scorch Captain be allowed to interact with the map. Once callouts are made and the common symbol is ignored, the reader specifies which element goes to which Splinter Mine. On the holomap, three symbols will also be shown above the Splinter Mines, with all three glowing a different color: either orange, blue or purple. If a splinter mine has a unique symbol, that means that the corresponding element is required to disable the shielding. One mine's symbols will all shared by at least one splinter mine, meaning that the element that marks that mine is false, and clarification is needed in order to prevent the mine's safeguard from activating and wiping the team.

During this time, at least two players, designated add clears and floaters, should be defeating the Scorch Captains and securing their dropped cannons and depositing the inert and useless Cannons into the furnaces in the main room in order to charge them, and have them ready to disable the shielding on the splinter mines. It should be noted that if a player picks up a charged cannon, it is Biometrically Locked to that player and can only be fired by that player. While charging the cannons, however, the floaters should begin seeking out a unique Ultra Marauder unit, called a Demolitions Safeguard Overseer, eliminate them and acquire their dropped permissions. The Demolitions Safeguard Overseer will infrequently appear on the Holomap, with a flickering signature that the reader should callout; the Demolitions Safeguard Overseer will teleport around after a short period, so the floaters should be quick to eliminate them before they can reposition. They should return to the reader and input the permissions into the terminal. Upon doing so, a symbol will appear directly above the projector of the map, which is a symbol shared by the non-unique splinter mine and one of the others, indicating that the non-unique splinter mine's shielding can only be disabled by the elemental blast that the other splinter mine has.

For example, from the perspective of the center to the shore, the splinter mines show, from left to right, Void, Arc and Solar. Each player around those splinter mines call out their symbols, with the Void player calling out the Fallen letters A, D, M, the Arc player calling out W, A, D, and the Solar player calling out D, M, T. The letter D is removed and the Arc and Solar players know that their Mines require their exact element. After the Demolitions Safeguard Overseer is eliminated and their permissions fed into the Holomap, the symbol that shows up is A, meaning that the Void mine actually requires Arc to disable.

Once the Cannons are charged, the floaters should fire them into the Splinter Mines' shields to expose them to their disarmers. However, they should not disable the mines just yet, as a failsafe will activate if one is prematurely disarmed. Thus, the players should wait until all mines are exposed and time their disarming together in order to properly prevent them from detonating. As soon as all mines are disabled, however, the Ketch above will attempt to bombard the Guardians, requiring them all to make a mad dash to the center of the arena. After a short period of time, the Ketch will fire into Skyshock and, if nothing is done, will invoke a wipe. Once all players are gathered in the center area and within the holomap enclosure, three guardians must interact with fallen hand-print devices by each furnace and activate a barrier, shielding the Guardians from the hailstorm. Once the bombardment has ceased, the Guardians repeat disarming another series of mines twice more.

After the third bombardment, the Guardians now face off against Woldriks, Dusk Baron. The boss ranked Captain will aggressively battle his opponents, rapidly teleporting around the area, shrugging off even the harshest of attacks and calling down individual, powerful rockets from his Ketch above in an effort to eliminate his opponents. However, with a lack of wipe mechanics here, the Guardians may take him down at their leisure and, upon his death, may acquire his permissions and disable the security grid barring access to the Warmind bunker, bringing down the Darkness Zone and spawning chests at the entrance to the long, slide-like descent downward.

Job Done Right Challenge[edit]

The the Guardians that expose a Splinter Mine must be the same one that disarms them. This can be done by either having a floater take the disarmer's place while they fetch their Scorch Cannon or by having the players switch places as soon as a floater brings a Scorch Cannon over and brings down a shield.

Warmind Bunker Traversal[edit]

At the end of the very long slide-like descent, the Guardians will find themselves in a loading dock area, circled by four Security Turrets that might catch unsuspecting players by surprise, but canny movement and a quick search for cover behind scattered crates or the exit will see them surviving the ambush. After entering a closed off door to the side of the area, the Guardians continue forth through the winding hallways of the Warmind bunker before at last entering Bunker AHP-1, entering a control room similar to that of the main control rooms seen in other Seraph Bunkers, with a system screen on one wall and a main server pillar in the middle. The Guardians may engage or ignore the Fallen in this room and proceed further into the complex.

Interacting with the main door will have it opened up, allowing Guardians ingress into an overlook room giving them a wide view of Ashurbanipal's bunker, and the core half built into the side of the cavern, it's lower tip submerged in water and power cables from the Ketch above being fed into an exposed panel on the non-visible right side With the right door covered in a Fallen defense grid and the left locked down, Guardians must instead seek a grate in the floor by the left side, allowing them to access the vents and follow them to an occupied workshop area. The Guardians clear it out and weave through more occupied hallways and alcoves. As the progress through the Bunker, they may soon hear Fauré's Requiem as they cut through the corridors and Fallen defenses.

After meeting another impasse at a locked door, Guardians must bypass it by seeking a vent in the left wall and running through it. As they cut through the vents, they will see Arc streams cascading down the vents, with each bouncing back and forth within. The further they go into the vents, the more paths to follow, each with their own Arc streams and even some sporting more than before. In the second junction, in between the left-most path and the middle path, in the third intermediary safezones, Guardians may destroy a vent above them, follow it further and, after cleverly and/or swiftly avoiding a trap from Arc streams, may find and secure the first secret chest of the Raid.

After careful navigation through the vents here, the Guardians may access another vent cover and enter a test chamber and encounter Phraxas, mastermind of the attack on the Warmind bunker, interacting with a terminal in the observation room above. After the Fallen Splicer retreats, the Guardians come face to face with the facility's defenses, including Facility Turrets connected to a power junction beyond the rooms, walled off by an electric wall, Overridden Frames and, finally, a powerful Overridden Heavy Frame. After enduring the assault and finally clipping the power junctions at the end of the hallways, the electric walls will deactivate and allow the Guardians further access into the complex.

Either hallway will lead players to vents that eventually intersect and leads to the next area as the Guardians pursue Phraxas. Descending into what appears to be a maintenance byway, the fireteam now must carefully navigate the sheer walls littered with broken catwalks and finally enter a chamber with rapidly ascending and descending arc streams going up and down diagonal tunnels leading to darkness. Timing their jumps and carefully making it through the power junction, players finally descend down into a storage chamber with locked off doors, and down again through a vent grate, meeting the Fallen Splicer once more upon a platform looking upon the submind's core, with her back turned as she interacts with a terminal in front of her.

Phraxas, the Shattered[edit]

To begin the encounter proper, players must either approach or shoot Phraxas, who will stop interacting with then terminal in front of her, cast a quick glance back at the team and disappear, before she, and two additional identically named copies of her, will reappear upon three pylons overlooking the arena over the waters of the flooded caverns, where the trio will being firing upon the Guardians with their powerful Wire Rifles.

The Guardians now must find a way to identify which Phraxas copy is the real one, break the warmind-tech enhanced immune shield, and bring her to the main platform. The fireteam also must do this quickly before she forces a full charge on the power pylons and invokes a Power Cascade wipe mechanic.

Before beginning the encounter, the fireteam may notice three hallways walled off by a Fallen defense grid, as well as a terminal enmeshed with orange, weblike Warmind energy sparking off of it. In order to access it, players must evade the wrath of an Overridden Heavy Frame and defeat the Broadcaster Servitor commanding it, then destroy the now disabled Heavy Frame and stand in a similarly web-like puddle to acquire Submind Permissions and fire upon the terminals, temporarily disabling the defense grid and allowing players to swiftly traverse them before the grid reactivates and shreds them. These three rooms are essential to completing the encounter, with the left and right rooms leading to a steam room and Fallen-occupied service chamber respectively and the back room leading to the main control room.

The side rooms will be constantly assailed by Fallen forces, with the Overridden Frames of the complex instead replaced with junction box linked Facility Turrets in their stead, and a copy of Phraxas, named Phraxas' Proxy, armed with a Shrapnel Launcher and actually visible to players. These Proxies are also coated in an immune shield, is far more easily destroyed as will be covered later. In the mean time, these players should get familiar with their rooms for the time being and constantly be on the lookout for Power Shanks and eliminate them before they reach the junction boxes for the Facility Turrets and restore them to functionality. Once in position, these players should immediately get to work moving to a damage phase. Meanwhile, while the control room doesn't have to deal with Power Shanks and Facility Turrets, they instead have an ultra-ranked Brig in their room to deal with.

On occasion, Phraxas will activate some of the Facility's defenses and mark a Guardian for destruction. That Guardian will be followed by a target designation and, after a period of time, will strike the last position they were at with a Solar Submind Defensive Response, instantly killing anyone in that position and dealing sheer damage to anyone just outside the blast radius. Those marked Guardians, and anyone near them should be on the move and evade the position where that round will strike to avoid an unfortunate and instant, or shortly following, death.

In the middle platform, a Broadcaster Servitor will show up frequently and, if allowed to reach the terminal in the center of the arena, will summon Frame reinforcements, which should be stopped by any means necessary unless a player needs Submind Permissions from a Heavy Frame to replace or revive a player in one of the side rooms. Defeating a Broadcaster Servitor will also reveal a Fallen symbol on one of six Fallen relays hidden from the sight of the center control room, two hidden behind two spawn doors on either side of the arena, two by the entrance to the control room and two hanging from the corners of the ceiling beside the protruding control room. Upon sighting the terminals, the main platform players should trace the active cable from the terminal to one of Phraxas' pillars and call it out. Meanwhile, the control room looks for that Fallen symbol and follows that symbol's interconnected, live cable to one of the active Warmind Bunker computers and calls out that symbol. The side rooms then consult their active computers and seek that called symbol. If no player sees that active symbol on any of their feeds, that means that the Phraxas copy on the linked pylon in the main room is a fake, and if one of the players sees a terminal with that symbol, the Phraxas copy on the connected pylon is the real Phraxas.

If a fake Phraxas is called out, the control room Guardian may route power in their chamber to the main room and allow the add clear/readers in the main room to use their Valkyrie to expose the Phraxas copy, exposing it as a Decoy Projector Shank, still immune to damage, but allowing Guardians to more easily find Phraxas herself. If a real Phraxas is called out, the control room Guardian reroutes power to that Guardian's room to give them access to the Valkyrie and destroy the Proxy, allowing it to drop a Nuclear Core they can carry to the main room to charge up the Valkyrie, thus forcing the main arena Guardians to allow a Broadcaster Servitor to reach middle, spawn an Overridden Heavy Frame to get Submind Permissions, and disable their defense grid so that they may reach middle and charge up the Valkyrie. Once a core is deposited, the Phraxas Proxies respawn on both sides.

Should power be routed when the link connects to the real Phraxas, however, Phraxas will attempt a Facility Purge with her decoys, activating three directly linked Fallen terminals under their pylons and a pylon on the main platform. The middle Guardians now may realize that they can damage the decoys and Phraxas shields at this time but, if any of their shields are depleted, immediately invokes the purge as a response. Instead, the fireteam must bring down those shields to specific points. To do so, the middle Guardians call out the glow of these terminals, either blue, red or green, which the side and control room players then seek out their power-gauge terminals On these power-gauge terminals lies three light bars set above a digital overlay with a color matching one of the colored callouts from middle. These light bars indicate where Phraxas and her decoys' shields should be before the wipe. The Guardians then call out where the shield should be in relation to the boss' health bar.

For example, during the Facility Purge, middle players call out, from left to right, green, blue, and red. The control and side room players then seek out one of the active power-gauge terminals in their rooms and find the color middle called out. Looking at the terminal further, left room player sees a red bar, with three active lights above their display, control room player sees a green overlay with only one light active, and right room player sees a blue display with two lights active. Thus, left room calls out not to damage right pillar, control room calls out to reach final third of the shield on the left pillar, and right room calls out to damage middle pillar's Phraxas nearly half way. If done properly, the wipe mechanic will be aborted and the team may proceed with utilizing their Valkyrie to dispose of the Phraxas Proxy.

The fireteam repeats charging up the Valkyrie with Nuclear Cores dropped by Proxies, effectively doing it three times, charging it to maximum power. Once at full charge, the fireteam should all reach middle, but not before control room reroutes power to the middle for their fully charged Valkyrie, which a player should use to destroy the Decoys and finally break Phraxas' shield. Upon the breaking of her shield, Phraxas will teleport to the middle of the arena and begin battle with her assailants, beginning damage phase proper. The Guardians should unleash all methods of attack into the Splicer during this rather short time period. During damage, she will also summon Proxies to support her in her defense, which can be destroyed with the use of a Valkyrie granted the Guardians are still using it. Halfway through damage, Phraxas will teleport to a different part of the arena in an effort to throw off her attackers, so Guardians should be vigilant to where she repositioned and call out to the team to pick up the pace on damage. Phraxas will also attempt to strike the Guardians with Submind Defensive Response strikes during damage phase, so the Guardians should be aware of whose been marked, have that Guardian avoid the crowd and have the defensive response strike elsewhere. If a Guardian gets close to Phraxas, she will charge her gauntlet with Warmind energy and unleash a powerful AoE attack, called a Valkyrie Stake, which is far more powerful than a standard Ultra Smash, so players should weigh the pros and cons of using more melee focused attacks or close range weaponry for damage. After a short period of time, she will regain immunity and teleport back into position on one of the three pillars, with more Decoys to aid her.

After a short animation of Phraxas utilizing her tech gauntlet to activate the pylons for an imminent Power Cascade, final stand will activate either upon reaching it or after three damage phases. Phraxas will rapidly teleport around the arena in an effort to stall the Guardians long enough for the Pylons to do their jobs, all the while continuing to strike them with her Wire Rifle. After an intense final face off, the Guardians should finally take down the Splicer, shutting down the pylons and the Power Cascade they were spooling up and spawning the chest at the edge of the platform looking on the the core. Platforms should emerge from Phraxas' pylons and emerge from the water, allowing Guardians to traverse further into the caverns and into the Maintenance Sector to the Warmind Bunker.

Shift Change Challenge[edit]

The same Guardians from a previous phase cannot be in the side and control rooms when a nuclear core is deposited. When a Nuclear Core is collected, all middle Guardians must replace both side rooms and control room Guardians, allowing every player to be a part of the mechanics of the encounter. Thus, once a Facility Purge is aborted and a core is collected, the middle Guardians get Warmind permissions, disable the security grids and move into right, left, and control rooms for mechanics, while the Guardians from right, left, and control room, especially the Guardian with the Nuclear core head for middle to do add clear and reading.

Maintenance Sector[edit]

Carefully, the Guardians jump from small platform to small platform over the deep waters and progress back into the facility itself, punching through the vents and at last entering the Maintenance Sector of the Warmind complex. Winding through the vents, they ascend into a short parkour section and reach the other side, utilizing a Fallen lift to reach a screened overlook, looking upon a flooded command room with it's floors sparking with electricity.

In order to bypass the room, the fireteam must temporarily break apart, with a few to traverse the room slowly but surely, while the others remain in the overlook to operate terminals to help them. To begin, the traversal team activates a terminal and enters the room, while the door is still open. The fireteam will notice an orange, Warmind mesh has engulfed them, and see a wipe timer, called Warning Mesh, in their buff list above their super bar. The team must maneuver through the room as fast as possible and supply the team in the overlook with callouts to help them progress further into the room, reach the end, escape the Warning Mesh and avoid a death by Intruder Response, and provide assistance for their peers in the other overlook on the other side of the room.

To bypass the segmented rooms swiftly, the team running the gauntlet must destroy a Broadcaster Servitor and seek out different terminals in the room and call out the symbols they see on the terminals to the team in the overlook room. The team in the overlook must consult the terminals in their room and call out the one they do see, as both inside and overlook terminals will have one in common. After calling out the common symbol, the inside team must trace the terminal's connection to a power junction in one part of the room and destroy it at the same time the player in the overlook activates their terminal. If successful, the door leading further into the room will open and the team must once again rinse and repeat, this time in far more perilous rooms, with less and less room to safely maneuver around, all the while being hounded by Fallen Shanks and overridden Facility Turrets. Upon reaching the end of the room, the Warning Mesh should safely break apart upon entering a cleaning room, and the team may reach their own overlook and aid the other half with their own involvement. Once the team reconvenes, they may progress through an "airlock" and enter a server farm.

Another perilous jumping puzzle, the fireteam must carefully jump from platform to platform, using the fins on the different server pylons and catwalks connecting them or in between them to ascend further and further upward. The team will also be hounded by Tracer Shanks and other Fallen units patrolling the vast chamber. About halfway up, in a safe zone within one of the server pylons, the team may take a detour off the beaten path and follow a broken catwalk into a tucked away power room and carefully attempt to climb it, jumping from moving platform to moving platform and avoiding damaging arc currents being blasted from the central core and reach a control room at the top to control the vast majority of the arc currents being emitted from the core, bypass much of the jumping puzzle, and secure the second secret chest of the raid. Reaching the top, the team can far more clearly see the power cables that one of the ketches was feeding into the earth, now being fed deeper into the complex. The team follows the cables into more transitional rooms and into a vast hallway with moving Warsat platforms and the scrying eye of a Discordant Command Shank watching from down the way.

So long as a Guardian is in the light of the Discordant Heavy Shank's gaze, they will be slowed to a crawl and marked with Warning Mesh, this time, with a far shorter wipe timer. Breaking line of sight with the Heavy Shank won't remove the debuff immediately, but it will allow it to regain time, but at an extremely slow rate. Additionally, the Discordant Heavy Shank will fire off Solar Javelin Bolts from its main cannon on its roof, and fire off long range Void Shank Turrets bolts from the rotary guns underneath it. Thus, the team must stealthily navigate through the corridor, using moving warsat platforms to avoid line of sight of the Discordant Heavy Shank and close the distance with it, all the while also dealing with its scattered Fallen support both in the open and in the scattered safe alcoves.

Upon reaching the Discordant Command Shank, they will notice that the light is being projected by a smaller Shank that is remaining close to the superior and far larger Shank unit. For the moment, the smaller shank is immune to damage just as the Discordant Command Shank is immune as well, but navigating around the far more open area at the end of the corridor, the team can find different stations projecting a warmind mesh around their bases. Entering it will give them an as-of-now permanent buff, called WarNet Security Layer, which allows them to avoid the debuffs provided by the heavily modified orbiting Shank and deal with it. Getting closer to the Command Shank, however, will cause it to mark a target with a Proximity Countermeasure debuff, swiftly dispatching anyone who doesn't escape the proximity of the Command Shank when the timer reaches zero, should it hit. In order to countermand the debuff, dispose of the orbiter shank and finally expose the Command Shank to damage, two players with these buffs must cooperate and hit weak points on the orbiting shank at the same time, hidden between the boosters of it and the rather easy to strike projectors on the front of it. Once the orbiting shank is eliminated, the Command Shank will be exposed to damage and lose its Proximity Countermeasure attack.

With the Discordant Command Shank's elimination, doors leading further into the facility will open. With one more short traversal section, the team will enter a room with different scattered power junctions whose cables lead further into the complex, seemingly bottomless pits shining with electrical light and catwalks between them, as well as similar stations scattered throughout the room.

The Discordant Swarm[edit]

Phyzis Neo, Seraphim Usurper[edit]

Rewards[edit]

Weapons[edit]

Armor[edit]

Miscellaneous[edit]

  • Longing for Freedom - Exotic Jumpship
  • Emblems
    • Seraph's Salvation - Complete all encounters in the "Fractured Whispers" raid.
    • Whispers Made Whole - Complete all encounters in the "Fractured Whispers" raid in the first 24 hours.
  • Shaders
    • Memory Honored - Complete all encounters in the raid without any member of your fireteam dying.
    • Fragmented Emblem - Find all hidden chests in the raid

Transcript[edit]

(TBC)

Trivia[edit]