Deep Stone Crypt (raid): Difference between revisions

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|prev= [[Garden of Salvation]]
|prev= [[Garden of Salvation]]
|next= [[Vault of Glass (Raid)|Vault of Glass (Destiny 2 Version)]]
|next= ''TBA''
|game= ''[[Destiny 2]]''
|game= ''[[Destiny 2]]''
|name= Deep Stone Crypt
|name= Deep Stone Crypt
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|objective= Purge the [[House of Salvation]] from the [[Deep Stone Crypt]]. <br> Crash the [[Morning Star]] into [[Europa]].
|objective= Purge the [[House of Salvation]] from the [[Deep Stone Crypt]]. <br> Crash the [[Morning Star]] into [[Europa]].
}}
}}
{{Article quote|The chains of legacy must be broken.}}
{{Article quote|The chains of legacy must be broken.}}
'''Deep Stone Crypt''' is the latest [[Raid]] in ''Destiny 2'', released in the ''[[Beyond Light]]'' expansion on November 21, 2020.  
'''Deep Stone Crypt''' is the latest [[Raid]] in ''Destiny 2'', released in the ''[[Beyond Light]]'' expansion on November 21, 2020.  
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==Walkthrough==
==Walkthrough==
===Surviving the Blizzard===
===Surviving the Blizzard===
The Raid begins with a cutscene showing the [[Guardians]] land on top of a building at [[Eventide Ruins]]. Players then encounter [[Dark Council Guard]]s guarding the entrance to the [[Deep Stone Crypt]] and need to be defeated to open the doorway to the next encounter.
After traversing through the icy tunnels, players reach another doorway which they must enter as a whole to proceed to the next area called, [[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 [[Pike]]s and players can either complete a triumph by transporting all the pikes to the last shelter bubble or use their [[Sparrow]]s to traverse through the storm.
Exiting the shelter bubble 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 shelter to remove the Frostbite and gain "Shelter from the Storm". To guide them, a series of Lamps and [[Web Mine]]s are scattered across the area to help players follow the correct path.
[[File:SinkentoBrigsDSC1.jpg|thumb|right|300px|Salvation Brigs guarding the entrance to Restricted.]]
[[File:SinkentoBrigsDSC1.jpg|thumb|right|300px|Salvation Brigs guarding the entrance to Restricted.]]
The raid begins with a cutscene that 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 Guard|Dark Council Guards]] and plenty of [[Marauder|Marauders]] and [[Dreg|Dregs]] will be guarding the bunker entrance to the [[Deep Stone Crypt|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 [[Pike|Pikes]] and the Guardians must use either their [[Sparrow|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 Mine|Web Mines]] are placed in the general direction the Guardians should follow to the next heat bubble.
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.


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 [[Brig|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.
Players are required to traverse through a total of six shelter bubbles to reach the end. On the final shelter, a couple of [[Brig]]s and Council Guards are deployed to defend the last entrance. After defeating the [[House of Salvation|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.


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.
===Breaching the Security===
Upon arrival, players enter an area with three cylindrical fuselages at the center of two rooms. One room is well lit with 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 the Crypts Security.


=== Crypt Security ===
Within the two rooms are white stations that emit a yellow light named, Augment Terminals. Also in the rooms are four tall columns spread across. The columns in the light 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 and players are advised to number them correctly to help guide each other into shooting the correct panel from below.
[[File:CryptSecurity1.jpg|thumb|right|300px|An overlook of the room containing the fuses.]]
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.
[[File:CryptSecurity1.jpg|thumb|right|300px|The Crypt Security]]
 
The Security Crypt also has a basement room with all the panels on the walls. It is also aptly lit light 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 light room and another in the dark room as the Crypt will close 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 red glowing panels on the wall. They then need to wait for the players above to guide them to the correct panel. 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 to 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 kills them with fire. If a Operator dies, players must wait for a [[Operator Vandal]] to spawn to reacquire 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, so players must take Operator from above to transfer the Scanner below. Players are also limited to holding one augment at a time.


[[File:SinkentoSentinelServitor2.jpg|thumb|right|300px|A Sentinel Servitor shielding the nearby Fallen.]]
[[File:SinkentoSentinelServitor2.jpg|thumb|right|300px|A Sentinel Servitor shielding the nearby Fallen.]]


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 Guardian. Picking up the Operator role that is already in the Terminal will begin the encounter. [[Sentinel Servitor|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.  
A [[Sentinel Servitor]] will spawn to prevent the transfer of augments by disabling the terminals. This [[Servitor]] needs to be defeated quickly to progress into the damage phase. [[Overload Captain]]s and [[Dark Council Guard]]s armed with [[Shock Blade]]s will also spawn alongside other [[Fallen]] reinforcements.  


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, 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 Captain|Overload Captains]] as well as fodder enemies will spawn on both the lit and dimmed areas. Marauders will also spawn in the basement.
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 so they can shoot it. After dealing a sustainable amount of damage, the cylinder will disable itself and close. Players need to shoot the cylinders a total of six times to complete the encounter.  


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, players are gifted with another raid chest and then need to traverse to the next encounter in [[Clarity Control]].


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.
===Dueling the Fallen Exo===
As [[Guardians]] journey their way through the red giant veiled statue, they reach a laboratory with [[Atraks-1, Fallen Exo]] inside.


==== Challenge Mode: Red Rover ====
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.
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.


=== Atraks-1, Fallen Exo ===
[[File:SinkentoAtraks2.jpg|thumb|right|300px|The Fallen Exo, Atraks-1]]
[[File:SinkentoAtraks2.jpg|thumb|right|300px|The Fallen Exo, Atraks-1]]


As the Fireteam enters Clarity Control, they will reach a laboratory behind the veiled statue. Inside the laboratory, [[Atraks-1, Fallen Exo]] can be seen tampering with a panel. Once the Fireteam has arrived, Atraks-1 will awaken [[Taniks, Reborn]] and instruct him to attack the Guardians. Taniks will climb further into the station, with Atraks-1 disappearing. The main objective of this encounter is to defeat Atraks-1 by identifying the correct clone to attack. In order to do so, the Fireteam will need to make use of the Operator and Scanner roles from the previous encounter. The recommended weapon for this encounter is [[The Lament]].
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.


The Scanner's role in this encounter is to identify the correct Atraks-1 clone to attack when the damage phase begins. The correct clone will be visibly glowing in comparison to the rest of the clones. The Operator's role in this encounter covers relatively a lot of mechanics. Shooting the keypads near the elevators to send them up to the space station or down to the laboratory, and shooting the keypads near each of the airlocks will open that airlock. Most importantly though, they can shoot the ''Atraks-1 Replication'' debuff off other Guardians. These debuffs must be shot inside an airlock to safely jettison them into space and prevent the Fireteam from dying. It is advised for Fireteams to split into two groups of 3 for this encounter, where each group either remains in the laboratory or goes to the space station.
To begin the damage phase against Atraks, players are required to destroy a total of six [[Sentinel Servitor]]s 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.


To start the encounter, approach the glowing purple orb near the center of the laboratory. There will be eight clones throughout the facility: four in the laboratory, and four on the [[Morning Star]] space station. During this time, the clones of Atraks-1 will be immune and attempting to shoot the Guardians. Getting too close to any of the clones will result in Guardians being slammed away. Similar to the previous encounter, there are multiple Augment Terminals in both the laboratory and the space station. The ''Hacker Vandal'' containing the Scanner role will spawn on the space station, while the ''Operator Vandal'' containing the Operator role will spawn in the laboratory. Once the alarms have sounded, six Sentinel Servitors will appear. 3 in the laboratory and 3 in the space station. Once all six Servitors have been destroyed or after a certain period of time, the damage phase will begin.
[[File:SinkentoAtraks1.gif|thumb|right|300px|Atraks-1 initiating its Extinction Protocol.]]


[[File:SinkentoAtraks1.gif|thumb|right|300px|Atraks-1 initiating her Extinction Protocol.]]
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.


Atraks-1 will initiate her ''"Extinction Protocol"''. The clones on the space station will begin to initiate their damage phase, followed by the clones in the laboratory. This will repeat once, totalling four opportunities for damage on Atraks-1. The Scanner should call out which clone is glowing and signal when to attack her. If a group damages an incorrect clone or takes too long to damage any clone, Atraks-1 will kill the entire Fireteam with her ''Replicated Ruin'' attack. Once the correct clone has been defeated, she will drop a glowing purple orb that contains the ''Atraks-1 Replication'' debuff which lasts for 45 seconds from the moment it drops. This should be picked up by a Guardian, who must go to the space station with the Operator to jettison it into space. To do this, the Operator must shoot the visible replication from the Guardian inside one of the airlocks. If there is not enough time, shooting the debuff off the Guardian resets the debuff timer back to 45 seconds. If the timer on the debuff reaches zero, the Guardian holding the debuff will die and the Atraks-1 clone will respawn on top of them, followed by the clone immediately killing the entire Fireteam.
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.  


If the Fireteam does not deal enough damage to reach the marker on Atraks-1's health bar, more Sentinel Servitors will spawn and the cycle will repeat. After a significant amount of damage has been dealt to Atraks-1, all of the clones from the laboratory will teleport to the space station. At this point, the entire Fireteam should head to the space station to help deal damage. Once she has been defeated, a chest will spawn in the center of the room containing either arm or leg armour, a class item, the [[Succession]] sniper rifle, or the [[Heritage]] shotgun. To proceed to the next encounter, the Fireteam should make their way through an open door on the right side of the space station.
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.


==== Challenge Mode: Copies of Copies ====
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 Fireteam must not release any ''Atraks-1 Replication'' debuffs into space. This will require the Operator to refresh the debuff timers by shooting the replications from the other Guardians occasionally.


=== Deep Stone Lullaby ===
===The Orbital Space Walk===
The Fireteam will make their way towards an airlock into outer space, where they will traverse a set of unique jumping puzzles located on the perimeter of the Morning Star orbital space station. During this time, there will be numerous fodder enemies. The second and final secret chest of the raid is during this encounter, located mid-way through the jumping puzzle on the left-side of the Morning Star.
[[File:SinkentoMorningStar1.jpg|thumb|right|300px|A House of Salvation Ketch belonging to Atraks-1]]


Once the Fireteam makes their way to the entrance of [[Rapture]] and the control room of the Morning Star, a couple of Brigs and Dark Council Guards will be obstructing their path in the cargo bay. In order to progress, the Guardians will need to clear the area.
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.


=== Taniks, Reborn ===
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]].
[[File:SinkentoTaniks3.jpg|thumb|right|300px|Taniks in the hallways of Rapture]]
 
The objective of this encounter is to take nuclear cores that spawn in terminals throughout the area and deposit them in the boxes near the center of the room. These four terminals can be distinguished from Augment Terminals as they have keypads adjacent to each of them. This encounter introduces a new role alongside the Operator and Scanner roles called the ''Suppressor''. Each role can be acquired from an Operator Vandal, Hacker Vandal, and a [[Suppressor Vandal]] respectively when the encounter starts.
To halt their progress, the [[House of Salvation]] will deploy numerous [[Shank]]s throughout the encounter. Upon reaching the end, players need to defeat a couple of [[Brig]]s and [[Dark Council Guard]]s stationed outside the entrance of [[Rapture]] and proceed to the next encounter.
 
===Surviving the Descent===
[[File:SinkentoTaniksR3.jpg|thumb|right|300px|Taniks by the control room of Rapture]]
 
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 Operator's job for this encounter is to shoot keypads. When the alarm sounds, three of the four keypads will glow. The Operator should shoot a keypad to prevent a nuclear core from spawning on that terminal, resulting in two cores spawning. If the Operator does not shoot any keypad before the timer inside the terminal reaches zero, three nuclear cores will spawn instead. The Scanner's job for this encounter is to identify the correct glowing boxes to deposit the nuclear cores into. The Suppressor's job for this encounter is to stand underneath three orbs located on the left, middle, and right-side of the arena and shoot Taniks. This will disable Taniks, allowing Guardians carrying nuclear cores to deposit them into the boxes. This will also deactivate a role at random, meaning the Guardian whose role was disabled will have to deposit it into an Augment Terminal. They will also be locked out of picking up any role for 45 seconds.
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.  


Approaching or shooting Taniks will start the encounter, Taniks will be invulnerable for the entire duration of this encounter. The Fireteam will need to complete 6 rounds of depositing nuclear cores into the boxes in the center of the room. Guardians will accrue a debuff called ''Radiation'' while carrying a core; if this debuff stacks to 10, the Guardian will die. If a nuclear core is left by itself for more than 10 seconds, it will detonate and kill the entire Fireteam. Depositing a nuclear core into the wrong box will cause the Guardian depositing it to die. Throughout the encounter, fodder enemies, Overload Captains, and Dark Council Guards will spawn. Once all 6 rounds have been completed, a hatch will open in the center of the room on the floor and the Fireteam will need to make it to the end of the hallway while being chased by Taniks.
[[File:SinkentoTaniks3.jpg|thumb|right|300px|Taniks in the hallways of Rapture]]


Once the encounter has finished, the Fireteam will find themselves within the wreckage of the Morning Star and a chest will spawn. This chest can contain chest or arms armour, a class item, or the [[Posterity]] hand cannon.
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.


==== Challenge Mode: Of All Trades ====
Taniks will recruit reinforcements such as [[Overload Captain]]s and [[Dark Council Guard]]s 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.
This challenge requires the Fireteam to ensure that every member has been every role at least once. A full phase must be completed with the role for it to count.


===The Abomination===
===The Abomination===
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*'''Crypt AI:''' Multiple hostile intruders detected within the orbital platform. Orbital confinement protocol initiating. Status: Pathway to nuclear cores obscured. You have no warnings left. Nuclear descent protocol: Initiated.
*'''Crypt AI:''' Multiple hostile intruders detected within the orbital platform. Orbital confinement protocol initiating. Status: Pathway to nuclear cores obscured. You have no warnings left. Nuclear descent protocol: Initiated.


*'''Crypt AI:''' Artificial Intelligence activated. Enjoying yourselves, intruders? It’s worth knowing the cataclysmic damage you will be responsible for today. Do not fool yourselves. This facility is not simply the fruitless work of some pathetic scientist. This house was built by the genius Clovis Bray I himself. Within lies humanity’s salvation. La fontaine de jouvence. Made possible by Clarity Control. Magnificent, wasn’t it? An entity from beyond our own dimension. And the answer to humanity’s eternal struggle: mortality. Were it to fall intro the wrong hands, humanity, and the universe, would be utterly doomed. I have no reason to believe you are anything other than “the wrong hands.” You now face godlike judgment. May it extend eternally.
*'''Crypt AI:''' Artificial Intelligence activated. Enjoying yourselves, intruders? It’s worth knowing the cataclysmic damage you will be responsible for today. Do not fool yourselves. This facility is not simply the fruitless work of some pathetic scientist. This house was built by the genius Clovis Bray I himself. Within lies humanity’s salvation. La fontaine de jouvence. Made possible by Clarity Control. Magnificent, wasn’t it? An entity from beyond our own dimension. And the answer to humanity’s eternal struggle: mortality. Were it to fall intro the wrong hands, humanity, and the universe, would be utterly doomed. I have no reason to believe you are anything other than “the wrong hands.” You now face godlike judgment. May it extend externally.


'''''The Guardians discover a third log recorded by the Exo Stranger labelled “DSC-777-ANB.”'''''
'''''The Guardians discover a third log recorded by the Exo Stranger labelled “DSC-777-ANB.”'''''
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*This is the first raid to feature a returning character as the final boss.
*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".
*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".
*If you are playing as an Exo and complete the "Crypt Security" encounter, the Crypt AI adds dialogue that only Exos can receive: "Exo lifeforms present. Welcome home."


==References==
==References==

Revision as of 05:59, June 17, 2021

Prev:

Garden of Salvation

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TBA

Deep Stone Crypt
DSCRaidInfobox.jpg

Game:

Destiny 2

Player(s):

1-6

Recommended Power Level:

1220

Location:

Deep Stone Crypt, Europa

Objective(s):

Purge the House of Salvation from the Deep Stone Crypt.
Crash the Morning Star into Europa.

Destinypedia has a walkthrough guide for this level; see Deep Stone Crypt (raid)/Walkthrough.

 
The chains of legacy must be broken.

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 attempt to use its secrets to unleash an old unstoppable foe.

In doing so, they must fight to save Europa itself from imminent destruction by the Morning Star.

Walkthrough

Surviving the Blizzard

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

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

File:SinkentoBrigsDSC1.jpg
Salvation Brigs guarding the entrance to Restricted.

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.

Players are required to traverse through a total of six shelter bubbles to reach the end. On the final shelter, a couple of Brigs and Council Guards are deployed to defend the last 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 Security

Upon arrival, players enter an area with three cylindrical fuselages at the center of two rooms. One room is well lit with 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 the Crypts Security.

Within the two rooms are white stations that emit a yellow light named, Augment Terminals. Also in the rooms are four tall columns spread across. The columns in the light 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 and players are advised to number them correctly to help guide each other into shooting the correct panel from below.

The Crypt Security

The Security Crypt also has a basement room with all the panels on the walls. It is also aptly lit light 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 light room and another in the dark room as the Crypt will close 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 red glowing panels on the wall. They then need to wait for the players above to guide them to the correct panel. 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 to 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 kills them with fire. If a Operator dies, players must wait for a Operator Vandal to spawn to reacquire 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, so players must take Operator from above to transfer the Scanner below. Players are also limited to holding one augment at a time.

File:SinkentoSentinelServitor2.jpg
A Sentinel Servitor shielding the nearby Fallen.

A Sentinel Servitor will spawn to prevent the transfer of augments by disabling the terminals. This Servitor needs to be defeated quickly to progress into the damage phase. 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 so they can shoot it. After dealing a sustainable amount of damage, the cylinder will disable itself and close. Players need to shoot the cylinders 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.

Dueling the Fallen Exo

As Guardians journey their way through the red giant veiled statue, they reach a laboratory with Atraks-1, Fallen Exo inside.

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.

File:SinkentoAtraks2.jpg
The Fallen Exo, Atraks-1

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.

File:SinkentoAtraks1.gif
Atraks-1 initiating its Extinction Protocol.

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

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A House of Salvation Ketch belonging to Atraks-1

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

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Taniks by the control room of Rapture

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.

File:SinkentoTaniks3.jpg
Taniks in the hallways of Rapture

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.

The Abomination

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Taniks, the Abomination.

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.

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Taniks unleashing its Turbulent Barrage.

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.

File:SinkentoTaniks5.jpg
Taniks inside his Shock Field.

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.

Bosses

Unique Enemies

Rewards

Weapons

Armor

Other Rewards

Transcript

Mission begins

  • Exo Stranger: Eramis found it. The Deep Stone Crypt. The birthplace of the Exo… an a prison for something sinister. Her followers intend to make use of it. To unleash a chaos they do not understand. Their success means untamed power beyond their wildest dreams. They must be stopped.

The Guardians discover the a log recorded by the Exo Stranger labelled “DSC-777-ALB.”

  • Exo Stranger: And so, here I am again — in this damn crypt I told myself I would never return to. But I have to do it. I have to.

Two possible dialogues will play after the deactivation of crypt security, one with and one without an Exo Guardian present

  • Crypt AI: Crypt power systems compromised. Initiating emergency backup system. Crypt status: Active. Orbital status: Standby. Humanoid lifeforms detected approaching Clarity Control. Threat determined: Crypt compromised. Nuclear descent protocol recommended.

or

  • Crypt AI: Crypt power systems compromised. Initiating emergency backup system. Crypt status: Active. Orbital status: Standby. Humanoid lifeforms detected approaching Clarity Control. Exo lifeforms present. Welcome home. Threat determined: Crypt compromised. Nuclear descent protocol recommended.

The raid team reaches Clarity Control

  • Crypt AI: Clarity Control breached. A single unregistered Exo and a single lifeform of unknown biology detected in the Crypt Laboratory. Status: Disastrous. Notice: Vacate the premises immediately. This will be your only warning.

The Guardians also discover a second log recorded by the Exo Stranger labelled “DSC-777-WIB.”

  • Exo Stranger: Turns out, he had plans of his own. To keep running it himself. Because of course he did.

The raid team ascends to the Morning Star

  • Crypt AI: Sector Assessment: Orbital platform active. Orbital platform breached. Status: Calamitous.

The team defeats Atraks-1, Fallen Exo

  • Crypt AI: Multiple hostile intruders detected within the orbital platform. Orbital confinement protocol initiating. Status: Pathway to nuclear cores obscured. You have no warnings left. Nuclear descent protocol: Initiated.
  • Crypt AI: Artificial Intelligence activated. Enjoying yourselves, intruders? It’s worth knowing the cataclysmic damage you will be responsible for today. Do not fool yourselves. This facility is not simply the fruitless work of some pathetic scientist. This house was built by the genius Clovis Bray I himself. Within lies humanity’s salvation. La fontaine de jouvence. Made possible by Clarity Control. Magnificent, wasn’t it? An entity from beyond our own dimension. And the answer to humanity’s eternal struggle: mortality. Were it to fall intro the wrong hands, humanity, and the universe, would be utterly doomed. I have no reason to believe you are anything other than “the wrong hands.” You now face godlike judgment. May it extend externally.

The Guardians discover a third log recorded by the Exo Stranger labelled “DSC-777-ANB.”

  • Exo Stranger: Not to worry. I’m taking care of it now. In your memory.

The Guardians discover a fourth log recorded by the Exo Stranger labelled “DSC-777-SCB.”

  • Exo Stranger: I activate this… and it all goes away. [sniffles] Cheers to that.

The Guardians discover a fifth log recorded by the Exo Stranger labelled “DSC-777-CLB.”

  • Exo Stranger: I’ll set whispers on the wind for any future generations. Tales of the evil Clovis Bray brought forth.

The Guardians proceed to the nuclear contingency chamber. Taniks, Reborn appears.

  • Crypt AI: Nuclear descent protocol: Active. Utter destruction of Europa: Imminent.

'The raid team deactivates the unclear descent protocol

  • Crypt AI: Nuclear descent protocol deactivated. Orbital collision remains imminent. Clever little rats. I will not forget what you have done here today. Upon collision, the Crypt will be torn open, and all defenses will be destroyed. It is now open to all. Allies and enemies alike. If you do not defend it, the results could be world ending. Humanity’s fate is now on you. Best of luck.

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 completion:

  • Clovis Bray AI: Artificial Intelligence activated. Who in the hell do you think you are?
  • Ghost: Excuse me?
  • Clovis Bray AI: The Deep Stone Crypt has stood for centuries without intervention, and from the ether, you appear and destroy it all in one fell swoop.
  • Ghost: This is the same AI that spoke to us in the crypt, and tried to kill us.
  • Clovis Bray AI: I'm more than just an AI, thank you. I am an extra replica of Clovis Bray I’s consciousness. And for the record, you were intruders.
  • Ghost: That's not entirely true. The Fallen had invaded and we tried to stop them.
  • Clovis Bray AI: Fallen?
  • Ghost: An alien race that appeared after the Collapse.
  • Clovis Bray AI: The Collapse…? Sounds like I have much to catch up on. I suppose I should offer some gratitude for reviving me. But in the meantime, perhaps you can ensure the further destruction of my life’s work, hm?

Raid not yet completed'

  • Clovis Bray AI: Artificial Intelligence activated. Who in the hell do you think you are?
  • Ghost: Excuse me?
  • Clovis Bray AI: The Deep Stone Crypt has stood for centuries without intervention, and from the ether, your people swoop in and destroy my work without thought.
  • Ghost: “Your work?” Are you —
  • Clovis Bray AI: More than just an AI? Indeed. I am an extra replica of Clovis Bray I’s consciousness, woken thanks to the intruders in the Crypt.
  • Ghost: Those Guardians weren’t the intruders. They were trying to protect it from the Fallen.
  • Clovis Bray AI: Fallen?
  • Ghost: An alien race that appeared after the Collapse.
  • Clovis Bray AI: The Collapse…? Sounds like I have much to catch up on. I suppose if you’re telling the truth, I should offer my gratitude to your kind. In the meantime, perhaps you can… refrain from further destroying my life’s work, hm?

Gallery

Fallen Enemies

Atraks-1, Fallen Exo

Taniks Reborn

Taniks Abomination

The Deep Stone Crypt

Crypt Security

Clarity Control

Morning Star

Rapture

Original Soundtracks

Destiny 2: Beyond Light OST - Replicate
Destiny 2: Beyond Light OST - Shadow Thief Reborn
Destiny 2: Beyond Light OST - Look Within
Destiny 2: Beyond Light OST - Lullaby

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".

References