Deep Stone Crypt (raid): Difference between revisions

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(→‎Gallery: Added my high quality images of Taniks)
(→‎Gallery: Special thanks to Unscathed Legionnary for uploading excellent images of the raid locations)
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'''Locations'''
'''Crypt Security '''
<gallery perrow=3>
<gallery perrow=3>
Dscthumb.png|
File:Restricted2.jpg|House Salvation banner in Restricted
File:Restricted3.jpg|Another view of Restricted
File:Restricted4.jpg|Hallways of Restricted


File:CryptSecurity1.jpg|Crypt Security "light" side
File:Restricted9.jpg|Crypt Security "dark" side
File:Restricted7.jpg|Basement "light" side
File:Restricted5.jpg|Basement "dark" side
File:Restricted8.jpg|Panel on server wall
File:Restricted6.jpg|Basement room
</gallery>
'''Morning Star'''
<gallery perrow=3>
File:Morning Star1.jpg|Morning Star arena
File:Morning Star2.jpg|Another view of the arena
File:Morning Star3.jpg|Corridors of Morning Star
File:Morning Star4.jpg|Another pathway
File:Morning Star5.jpg|Entrance to Rapture
</gallery>
</gallery>



Revision as of 12:56, January 5, 2021

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

 
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 centre 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.

Duelling 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

File:SinkentoMorningStar1.jpg
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

File:SinkentoTaniksR3.jpg
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

File:SinkentoTaniks1.jpg
Taniks unleashing its Turbulent Barrage.

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 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.

File:SinkentoTaniks4.jpg
Taniks unleashing its Turbulent Barrage.

However, as players attempt to deposit their cores, Taniks will detain them in a red/purple sphere. This can result to death if players carrying the cores reach a radiation levels of 10. To prevent this, players are required to eliminate an Operator Vandal located near the spawn area and pick up its Operator augment. The Operator can then free their teammates from entrapment by shooting the spheres from outside.

While approaching the deposit bins, Taniks is capable of turning them offline similar to the previous Descent encounter. Players with the Suppressor augment need to stun Taniks as he glows blue. To gain this, they are required to defeat a Suppressor Vandal located near the orange site. However, this time there are three security drones location by blue, orange and spawn areas, with nine drones total. The Suppressor need to pass through three of the drones in any given area. If they suppress Taniks too quickly, a player with a augment such as an Operator can become deactivated. It is recommended for the Suppressor to slow down their gameplay and wait for Taniks to encase players twice before stunning Taniks a final third time. If any players were to have their Augments deactivated, they can transfer it to another player by going to one of the three augment terminals.

After depositing the four nuclear cores, Taniks will position himself to the middle of the crash site and release a blue Shock Field of swirling debris. Players need to carefully enter the field and position themselves within the two spheres, as standing too close will deal Arc damage and too far will cause death from the rotating debris. During the damage phase, Taniks will send a gust of energy to push the fireteam out of sphere, in which they must carefully re-enter his Shock Field to continue damaging Taniks.

If his health does not reach final stand, Taniks will repeat the nuclear cores encounter until he reaches final stand. Fireteams also have three damage phases until Taniks enrages.

Once Taniks reaches final stand, he will teleport across the crash site appearing either by the spawn, blue or orange locations. Players need to continue their damage as he teleports around. If players fail to kill Taniks after five teleportations, he will instantly kill the group. After defeating Taniks, Guardians then can claim loot from the final chest and spend their Spoils of War on gear and weapons from the raid.

Bosses

Unique Enemies

Rewards

Weapons

Armor

Other Rewards

Gallery

Fallen Enemies

Atraks-1, Fallen Exo

Taniks Reborn

Taniks Abomination


Crypt Security

Morning Star

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