Forum:The Call of Judgement: Difference between revisions

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After a cutscene showing the Guardian(s) ships flying low into the dig site's perimeter, the fireteam should find themselves spawned in an icy crag at the [[Forum:Duskswept Ridge|Duskswept Ridge]]. After navigating the claustrophobic corridors, the players should come across a cliff's edge showing the entire layout of [[Forum:Blacksite Nemesis|Blacksite Nemesis]] as a flight of Skiffs and Harvesters fly overhead and out of sight. Following the platforms of the sheer cliff, the players should approach a blind spot in the wall, entering a breakable vent cover and finally entering the Blacksite itself, navigating the winding vents and finally entering a darkened room with lit terminals and a couple of Psion soldiers manning them. After eliminating them, the team should approach a door with a lever connected to it. Upon activation, players should be able to access the outside and a Darkness Zone should finally fall.
After a cutscene showing the Guardian(s) ships flying low into the dig site's perimeter, the fireteam should find themselves spawned in an icy crag at the [[Forum:Duskswept Ridge|Duskswept Ridge]]. After navigating the claustrophobic corridors, the players should come across a cliff's edge showing the entire layout of [[Forum:Blacksite Nemesis|Blacksite Nemesis]] as a flight of Skiffs and Harvesters fly overhead and out of sight. Following the platforms of the sheer cliff, the players should approach a blind spot in the wall, entering a breakable vent cover and finally entering the Blacksite itself, navigating the winding vents and finally entering a darkened room with lit terminals and a couple of Psion soldiers manning them. After eliminating them, the team should approach a door with a lever connected to it. Upon activation, players should be able to access the outside and a Darkness Zone should finally fall.
===Sneaking into the Base===
===Sneaking into the Base===
This section is an open transition encounter where players have to avoid general detection by both House of Salvation and Shadow Legion patrols or be mobbed by extremely resilient and aggressive units. Blacksite Nemesis is composed of two massive open areas with scattered crates, buildings, vehicles and other pieces of architecture, both blocked off by sheer walls. Players will find scattered patrols and idle units operating terminals or interacting with certain pieces of terrain and should make it their job to mostly avoid these groups or, at the very least, swiftly dispatch them before an alarm is raised. A visible bar called Alertness can be seen in the buffs display above the Super meter and should be visible at all times. Exposure to any enemies or noise will cause the bar to raise until it reaches full, where the hostile will be aware to the player(s) presence and attempt to raise an all out alarm, dispatching extremely resilient and aggressive units in an effort to eliminate the intruders. It is, therefore, imperative to avoid detection by any means necessary. A thing to note, however, is that, whenever a player is in shadowed or dark areas, they gain the Cloaked in Shadow buff, which makes them exponentially harder to detect by patrols (crouching multiplies the effect by 2) and also allows for instant melee kills against Minor and Elite units. Players should get familiar with this ability as this is one of many mechanics that will be used throughout this Dungeon and will be essential for most of the encounters.
The first open area is a lot smaller than the second, but allows for players to generally get used to the first few mechanics. This area is mostly filled with containers, landed harvesters and a couple of scattered bunkers throughout, allowing some hidden recesses here and there. There are three main patrols in this area, one group consisting of a Centurion, Legionnaires, Dregs and Vandals, another with a Captain, Incendiors and Dregs and the final one with a Goliath Tank, Shanks and Psions. To bypass this first area, players must seek out a vent in the wall, allowing for ingress into the next area. The next area is a lot more vast, consisting of long buildings, scattered pieces of supplies and gear and a couple of inactive vehicles such as Goliaths, broken down Fallen Walkers and idle Brigs. This area has a couple of shadows to hide in to avoid general detection, but patrols will often come with flashlights that can peer through the shadows and mitigate the Cloaked in Shadow buff and players will also see [[Forum:Dig Site Scanner|Dig Site Scanners]], which will immediately raise the alarm if the beam detects a Guardian. Some of these scanners will spin with a consistent rotation while others will keep their beam completely stationary, walling off certain areas unless the team wants to face certain detection. A couple more patrols can be seen here, with one consisting of two Brigs and Gladiators, another with a Centurion, Captain, Vandals and Psions, one with an Incendior, War Beast and Dregs and many others. Here, to successfully enter the next area, players must either seek out a Fallen or Cabal access keys to collapse some Fallen barriers in a natural cavern or a Cabal barrier blocking access deeper into the base respectively. In the following area, a couple of switches must be covertly activated in order to open a maintenance port in the wall so that the team can enter a dig site control room and activate the alarm for the main base itself so that the fireteam can safely enter the dig site itself without intense opposition.


===Drill Site Descent===
===Drill Site Descent===

Revision as of 12:04, March 10, 2024

Forums: Index Fan Fiction The Call of Judgement Destiny-FrontierGhostShell.png

Prev:

Warlord's Ruin

The Call of Judgement

Game:

Destiny 2

Campaign:

Heresy

Player(s):

1-3

Location:

Argadnel Regio, Europa

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

 
Embark on a dangerous mission and prevent a dark alliance from extracting an ancient power... should you choose to accept it.

The Call of Judgement is a Dungeon added to the Heresy episode of The Final Shape, where a fireteam of Guardians pursue research team created through a quaint alliance of House of Salvation and Shadow Legion to the Argadnel Regio and discover an abandoned and forgotten relic of the past.

Walkthrough

Dig Site Outskirts

After a cutscene showing the Guardian(s) ships flying low into the dig site's perimeter, the fireteam should find themselves spawned in an icy crag at the Duskswept Ridge. After navigating the claustrophobic corridors, the players should come across a cliff's edge showing the entire layout of Blacksite Nemesis as a flight of Skiffs and Harvesters fly overhead and out of sight. Following the platforms of the sheer cliff, the players should approach a blind spot in the wall, entering a breakable vent cover and finally entering the Blacksite itself, navigating the winding vents and finally entering a darkened room with lit terminals and a couple of Psion soldiers manning them. After eliminating them, the team should approach a door with a lever connected to it. Upon activation, players should be able to access the outside and a Darkness Zone should finally fall.

Sneaking into the Base

This section is an open transition encounter where players have to avoid general detection by both House of Salvation and Shadow Legion patrols or be mobbed by extremely resilient and aggressive units. Blacksite Nemesis is composed of two massive open areas with scattered crates, buildings, vehicles and other pieces of architecture, both blocked off by sheer walls. Players will find scattered patrols and idle units operating terminals or interacting with certain pieces of terrain and should make it their job to mostly avoid these groups or, at the very least, swiftly dispatch them before an alarm is raised. A visible bar called Alertness can be seen in the buffs display above the Super meter and should be visible at all times. Exposure to any enemies or noise will cause the bar to raise until it reaches full, where the hostile will be aware to the player(s) presence and attempt to raise an all out alarm, dispatching extremely resilient and aggressive units in an effort to eliminate the intruders. It is, therefore, imperative to avoid detection by any means necessary. A thing to note, however, is that, whenever a player is in shadowed or dark areas, they gain the Cloaked in Shadow buff, which makes them exponentially harder to detect by patrols (crouching multiplies the effect by 2) and also allows for instant melee kills against Minor and Elite units. Players should get familiar with this ability as this is one of many mechanics that will be used throughout this Dungeon and will be essential for most of the encounters.

The first open area is a lot smaller than the second, but allows for players to generally get used to the first few mechanics. This area is mostly filled with containers, landed harvesters and a couple of scattered bunkers throughout, allowing some hidden recesses here and there. There are three main patrols in this area, one group consisting of a Centurion, Legionnaires, Dregs and Vandals, another with a Captain, Incendiors and Dregs and the final one with a Goliath Tank, Shanks and Psions. To bypass this first area, players must seek out a vent in the wall, allowing for ingress into the next area. The next area is a lot more vast, consisting of long buildings, scattered pieces of supplies and gear and a couple of inactive vehicles such as Goliaths, broken down Fallen Walkers and idle Brigs. This area has a couple of shadows to hide in to avoid general detection, but patrols will often come with flashlights that can peer through the shadows and mitigate the Cloaked in Shadow buff and players will also see Dig Site Scanners, which will immediately raise the alarm if the beam detects a Guardian. Some of these scanners will spin with a consistent rotation while others will keep their beam completely stationary, walling off certain areas unless the team wants to face certain detection. A couple more patrols can be seen here, with one consisting of two Brigs and Gladiators, another with a Centurion, Captain, Vandals and Psions, one with an Incendior, War Beast and Dregs and many others. Here, to successfully enter the next area, players must either seek out a Fallen or Cabal access keys to collapse some Fallen barriers in a natural cavern or a Cabal barrier blocking access deeper into the base respectively. In the following area, a couple of switches must be covertly activated in order to open a maintenance port in the wall so that the team can enter a dig site control room and activate the alarm for the main base itself so that the fireteam can safely enter the dig site itself without intense opposition.

Drill Site Descent

Goldauriks, the Avaricious Claw

Braytech Maintenance

Trapped!

Solmo'layn, Shadow Legion Assassin

Facility Sublevels

Bypassing Security

Vessel of the Horned Justice

Bosses

Unique Enemies

Rewards

Weapons

Armor

  • Infiltrator's Blast-plate - Titan Armor
  • Infiltrator's Stealthsuit - Hunter Armor
  • Infiltrator's Longcoat - Warlock Armor

Other Rewards

Trivia

  • The Call of Judgement is the first dungeon to feature both current Darkness factions, the House of Salvation and the Shadow Legion
  • The Call of Judgement is the second dungeon to feature both Fallen and Cabal, behind Grasp of Avarice and Duality.
  • There are multiple references made for different espionage films and games throughout this Dungeon:
    • Skeletons can be found in a hidden chamber within the Sublevels, with one tied to a table and a laser coming between the legs.
    • A corridor leads to a tall ladder reaching a dark and unreachable section of the facility.
    • Two skeletons can be found next to each other, one holding what appears to be a razor-blade and equipped with night-vision goggles.
    • In the maintenance section, with a long enough range scope, a Dreg can be seen struggling to climb the sheer wall of the buried facility.