Deep Stone Crypt (raid)

Deep Stone Crypt is the latest Raid in Destiny 2, released in the Beyond Light expansion on November 21, 2020.

The Guardians must secure the Deep Stone Crypt from the House of Salvation as they use its secrets to unleash an old unstoppable foe. In doing so, they also fight to save Europa itself from imminent destruction by the Morning Star.

Survive the Blizzard
The Raid begins with a cutscene showing arrival of Guardians land on top a building at Eventide Ruins. Players then encounter Dark Council Guards guarding the entrance to the Deep Stone Crypt which need to be defeated to open the doorway to the next encounters.

After traversing the icy tunnels, players reach another doorway which they must enter as a whole to reach the next area called the Desolation.

There the Fallen have constructed a series of platforms encased with a bubble to shelter them from the ongoing blizzard. The first shelter bubble contains six Fallen Pikes and players can either complete a triumph by transporting all the pikes to the last shelter bubble or use their Sparrows to traverse through the storm.

Exiting the bubble shelter will give players a debuff called "Frostbite" and if the number reaches ten, they will die. To avoid this players need to locate the next bubble to remove the Frostbite and gain "Shelter from the Storm". To guide them, a series of Lamps and Web Mines are scattered across the area to help players follow the correct path.



As they reach the next shelter bubbles, Dark Council Guards armed with Molten Welder will spawn with Fallen reinforcements. By killing them all, players gain a checkpoint for that shelter bubble.

Players are required to traverse through a total of six shelter bubbles to reach the end. On the final shelter bubble, a couple of Brigs and Council Guards are deployed to defend the next entrance. After defeating the Salvation troops, players have the option to collect the hidden chest nearby or travel to the next location called Restricted and start the Crypt Security encounter.

Breaching the Crypt Security
Upon arrival, players enter a area with three cylindrical fuselages at the centre of two rooms. One room is well lit in white lighting, while the other is dimmed with darker lighting. There are a total of six cylinders and these can be labelled into right, middle and left. The objective of the encounter is to damage the shields of the six fuses to disable Crypts Security.

Within the two rooms are white stations that emit a yellow light named, Augment Terminals. Also in the two rooms are four tall columns spread across. The columns in the white room are cylindrical in design, while the columns in dark room are rectangular. Each column has plexiglass at bottom and give a limited view of the room below showing one panel on the wall. One column is unique for showing two panels. These panels play an important role in the encounter and players are advised to number them correctly to help guide each other into shooting the correct panel from below.

The Security Crypt also has a basement room with all the panels on the walls. It is also aptly lit white and dark to help players differentiate the sides. Also in the room is another augment terminal and above it are three lights that will glow yellow. These lights will help instruct players on which Crypt cylinder to attack.

Players are advised to split up into two teams of three, with one team in the white room and another in the dark room as the Crypt will lock its doors in the middle.

To initiate the encounter, one player needs to pick up a red Operator Augment from the terminal and head downstairs to the basement by shooting past the panels on the wall. They then need to wait for the players above to guide them to the correct panel, so they can shoot it. The Operator needs to shoot a total of four panels, two from the dark side and two from the light side to begin the damage phase.

In order to guide the Operator, players must wait for a Hacker Vandal to spawn and then collect its yellow Scanner Augment. The player with the Scanner then needs to look through the columns and guide the Operator to the panel glowing yellow. They then need to pass the augment from dark room to the light room through the augment terminal. This will allow the Operator to successfully shoot all four panels. The Operator must act quick as they are given a minute before the Crypt initiates its defences and kill the player with fire. If a Operator dies, players must wait for a Operator Vandal to spawn to require the augment.

After the Operator successfully shoots the four panels, they must transfer the Operator augment above and then acquire the Scanner augment. Augment terminals is limited to hold one augment terminal, so players must take Operator from above to transfer the Scanner below as players are also limited to holding one augment at a time.

A Sentinel Servitor will spawn to prevent the transfer of augments by disabling the terminals. This Servitor needs to be defeated quick to progress the encounter. Overload Captains and Dark Council Guards armed with Shock Blades will also spawn alongside other Fallen reinforcements.

As previously mentioned, the lights near the basement terminal will randomly glow yellow to initiate the damage phase. The Scanner from below needs to guide the players above to the correct cylinder to shoot. After dealing a sustainable amount of damage, the cylinder will disable itself with a cover. Players need to shoot the cylinder a total of six times to complete the encounter.

Upon completion, players are gifted with another raid chest and then need to traverse to the next encounter in Clarity Control

The Orbital Space Walk
After defeating Atraks-1, players are then required to complete a series of unique jumping puzzle by traversing through the platforms outside of the Morning Star orbital station.

On completion of the first few jumps, players can then collect the next raid chest and by further will allow them to 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 them proceed to the next encounter.

Survive 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 left and right side of the upper catwalk. Failure to shoot the panel in time will drop three nuclear cores rather than two.

The cores will emit Radiation debuff which becomes fatal if it 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 the Guardians by turning the box terminals offline. This requires players to pick up a blue Suppressor augment from the Suppressor Vandal and allows Taniks to be stunned when 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 on elevated 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 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 Abomination
After surviving the crash into Europa, players will be dazed from the impact as they to return 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 of the near 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 player with the augment 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 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 player with the augment can then free their teammates from entrapment by shooting the sphere from outside.

While approaching the deposit bins, Taniks is capable of turning them offline similar to the previous Descent encounter. Players need to stun Taniks as he glows blue with the Suppressor augment active. 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. However, if players 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 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 arena and release a Shock Field of swirling debris. Players need to carefully By 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 send a wave of energy to push the fireteam out of sphere, in when 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 teleport, he will instantly kill the group. After defeating Taniks, Guardians can claim loot from the final chest and spend their Spoils of War on gear and weapons from the raid.

Bosses

 * Crypt Security
 * Atraks-1, Fallen Exo
 * Taniks, the Abomination

Unique Enemies

 * Dark Council Guard
 * Hacker Vandal
 * Operator Vandal
 * Suppressor Vandal
 * Sentinel Servitor

Weapons

 * Eyes of Tomorrow - Exotic Rocket Launcher
 * Posterity - Legendary Hand Cannon
 * Succession - Legendary Sniper Rifle
 * Bequest - Legendary Sword
 * Trustee - Legendary Scout Rifle
 * Heritage - Legendary Shotgun
 * Commemoration - Legendary Machine Gun

Armor

 * Legacy's Oath Suit (Hunter)
 * Legacy's Oath Suit (Titan)
 * Legacy's Oath Suit (Warlock)

Other Rewards

 * No Love Lost - Ghost Shell
 * Retrocausality - Sparrow

Trivia

 * This is the first raid to feature a returning character as the final boss.
 * This is the guardian's third "space walk" in Destiny. The first took place in the Taken King mission "The Dreadnaught" and the last took place in the mission "1AU".