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===Breaching the Security=== | ===Breaching the Security=== | ||
Upon arrival, players enter an area with three cylindrical | Upon arrival, players enter an area with two rooms, both with three large, cylindrical fuses in them. 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 | Within the two rooms are white stations that emit a yellow light, named Augment Terminals. These Terminals are used by players to rotate or swap buffs with other players. One player with an Augment can simply go up to a terminal and interact with it in order to slot it in the machine. This will then allow anybody to pick it up through any of the other Augment Terminals that are scattered throughout encounters. Also in the rooms are tall columns spread throughout. The columns in the light room are cylindrical in design, while the columns in dark room are rectangular. Eight of these columns, four in each room, have plexiglass at their bottoms and give a limited view of the room below, showing either one or two panels beneath. One column in each room will have two panels below it. These ten panels, five in each room, 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|The Crypt Security]] | [[File:CryptSecurity1.jpg|thumb|right|300px|The Crypt Security]] | ||
The Security | The Crypt Security also has a basement room, where all of the panels visible from above can be seen throughout the large room. The lighting in the basement corresponds to the "light" and "dark" of that above, helping players differentiate the sides. Also in the room is another augment terminal, and above that are six cylindrical lights that will glow yellow, three on each side. These lights, representing the six cylinders above and also corresponding with the "light" and "dark" sides, will help instruct players on which Crypt cylinder to attack during the damage phase. | ||
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. | 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. As there are two Augments in this encounter, at most two people at once will be preoccupied with their jobs whilst at least four people at a time will be killing the non-stop waves of enemies, including [[Overload Captain]]s and [[Dark Council Guard]]s armed with [[Shock Blade]]s. | ||
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 | 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 or melee attacking the red glowing panels on a far wall. The first panel opens up a room connecting both sides, which may allow other players to pass from one side to another. Also in this room is another panel, which opens the door to the basement, as long as the Guardian with the Operator buff is the only one in the room. They then need to wait for a player 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 | In order for the Operator to know which panels to shoot, one player on the "dark" side must wait for a [[Hacker Vandal]] to spawn, kill it, and collect its yellow Scanner Augment. The player with the Scanner then needs to look at all five panels for the two that are glowing yellow and relay that information to the Operator, allowing the Operator to successfully shoot the two on "dark". Because there is an Augment Terminal on both "light" and "dark", the Scanner can then be transferred to "light" side. Someone on "light" must then retrieve Scanner and, exactly like "dark", relay which of the five panels are glowing to the Operator. After the Operator shoots the final panel, the damage phase will start. The Operator must also act quickly, as they are given one minute before the Crypt initiates a lethal and fiery purge of the basement. If an Operator dies, players must wait for an [[Operator Vandal]] to spawn "light" to reacquire the augment. The Operator will also be killed if they shoot the wrong panel, so the callouts must be correct for the Operator avoid shooting the wrong one. | ||
Shortly after the encounter starts and after a few waves of enemies have spawned, the first of many [[Sentinel Servitor]]s will spawn on "light" to prevent the transfer of Augments by disabling the Terminals. Shortly after, another will spawn on "dark". This spawn order for the Servitors inverses after each damage phase. These [[Servitor]]s need to be defeated quickly to allow players to pass Augments and, therefore, progress into the damage phase. It is highly recommended that players communicate to the Operator when they should start the damage phase, because if a [[Servitor]] is alive when the final panel is shot, precious time will be wasted on finding it and eliminating it before the phase ends. | |||
Once the damage phase starts, a rotation of Augments must occur so that the person in the basement ends up with Scanner. The person in the basement must put Operator in the Terminal, someone upstairs without an Augment must pick it up to empty the Terminal, and the person with Scanner needs to put in in the Terminal for the person in the basement. Since the Terminal and players can only hold one buff at a time, players need to pay attention and be quick with the swap, as the damage phase is not very long. | |||
[[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.]] | ||
Once the player in the basement has the Scanner Augment, they must look above the Terminal at the previously mentioned cylinders on both sides of the large column. One will be glowing yellow, and the Scanner from below needs to communicate to the players above which the correct cylinder is so they can shoot it. After dealing a sustainable amount of damage, the cylinder will disable itself and close. The Scanner must continue calling out which cylinder to damage until either all six have been destroyed or the damage phase ends. | |||
After a short amount of time and damage ends, the person in the basement then needs to put Scanner back in the Terminal for someone upstairs. The person with Operator then has two options. They can pass Operator down to the person still in the basement once Scanner has been removed, guaranteeing that the person in the basement will run out of time and die, only shooting a couple of panels. Or, they can head towards the basement and let the original Operator out, trading spots with them and resetting the basement death timer in the process. | |||
At this point, the mechanics have been reset, and the players must rinse and repeat until the encounter is over. | |||
For the enemy clearing side of this encounter, Grenade Launchers with "Blinding Grenades" and Warmind Cells are the kings in this, and work wonders in keeping everything on lockdown. Stasis is also viable, though Supers that help during the damage phase are preferred. During the damage phase, having either a Well of Radiance or Ward of Dawn on each side ensures the team's safety and allows them to wholly focus on DPS, ignoring both of the previously deadly Exploding Shanks and barrages of Dreg Spike Grenades. For damage on the cylinders themselves, Wardcliff Coil is simply the best. As long as you place a Well of Radiance or Ward of Dawn near the cylinders, Wardcliff won't kill you or hit the wrong fuse. In fact, it instantly destroys it with the damage bonus granted from either Super. Xenophage also works for those lacking Wardlciff or are just less confident, as the cylinders lack a Critical Hit point. | |||
After all six fuses are destroyed, the encounter is finished. Players are gifted with another raid chest and then need to traverse to the next encounter in [[Clarity Control]]. | |||
===Dueling the Fallen Exo=== | ===Dueling the Fallen Exo=== |
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