Deep Stone Crypt (raid): Difference between revisions
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===Breaching the Security=== | ===Breaching the Security=== | ||
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 | 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 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. | 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. | ||
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[[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.]] | ||
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At this point, the mechanics have been reset, and the players must rinse and repeat until the encounter is over. | 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. | 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]]. | 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]]. |
Revision as of 04:12, July 26, 2021
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TBA |
Deep Stone Crypt | |
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Game: |
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Player(s): |
1-6 |
Recommended Power Level: |
1220 |
Location: |
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Objective(s): |
Purge the House of Salvation from the Deep Stone Crypt. |
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 landing on top of a building at Eventide Ruins. Players then encounter Dark Council Guards guarding the entrance to the Deep Stone Crypt, and they need to be defeated to open the doorway to the next encounter.
After traversing through the icy tunnels, players reach another doorway, in 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 heat bubbles 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.
As they continue to further shelter bubbles, Dark Council Guards armed with Molten Welders will spawn with other Fallen reinforcements. By defeating all of the enemies in a shelter, the area becomes a checkpoint where a Guardian's ghost will be upon death. Therefore, Guardians are highly encouraged to work together to clear out shelters as they go, saving themselves from respawning all the way back at the first 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 exit. After defeating the Salvation troops and possibly retrieving the hidden chest nearby, players can then travel to the next location called Restricted and start the Crypt Security encounter.
Breaching the Security
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 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.
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. 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 Captains and Dark Council Guards armed with Shock Blades.
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 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 Servitors 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 Servitors 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.
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
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.
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.
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
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
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.
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
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.
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.
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
- Eyes of Tomorrow - Exotic Rocket Launcher
- Posterity - Legendary Hand Cannon
- Succession - Legendary Sniper Rifle
- Bequest - Legendary Sword
- Trustee - Legendary Scout Rifle
- Heritage - Legendary Shotgun
- Commemoration - Legendary Machine Gun
Armor
Other Rewards
- No Love Lost - Exotic Ghost Shell
- Retrocausality - Exotic Sparrow
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
- SinkentoHackerV2.jpg
A Hacker Vandal
- SinkentoOperatorV1.jpg
An Operator Vandal
- SinkentoOperatorV2.jpg
A Supressor Vandal
- SinkentoBrigsDSC2.jpg
A House of Salvation Brig
- SinkentoDarkCouncil4.jpg
A Dark Council Guard with Shock Blades
- SinkentoDarkCouncil3.jpg
Dark Council Guards with Molten Welders
Atraks-1, Fallen Exo
- SinkentoAtraks3.jpg
Atraks-1, Fallen Exo
- SinkentoAtraks6.jpg
Atraks-1 in the yellow room
- SinkentoAtraks7.jpg
Atraks-1 in the red room
- SinkentoAtraks5.jpg
Atraks-1 in the orbital station
- SinkentoAtraks8.jpg
Atraks-1 activating its Extinction Protocol
- SinkentoAtraks4.jpg
Atraks-1 shooting her Shock Rifle
Taniks Reborn
- SinkentoTaniksR0.jpg
Atraks-1 awakens Taniks
- SinkentoTaniks.gif
Taniks angered by the Guardians
- SinkentoTaniksR3.jpg
Taniks near the control room of Rapture
- SinkentoTaniksR2.jpg
Taniks, Reborn
- SinkentoTaniksR4.jpg
Taniks standing strong in Descent
- SinkentoTaniksR5.jpg
Taniks stunned by the Guardians
- SinkentoTaniksR6.jpg
Taniks chasing the players
- SinkentoTaniksR7.jpg
Taniks firing his Molten Welder
Taniks Abomination
- SinkentoTaniksA1.jpg
Taniks emerges from the crash site
- SinkentoTaniks1.jpg
Taniks, the Abomination
- SinkentoTaniksA3.jpg
Close-up of Taniks Abomination
- SinkentoTaniksA2.jpg
Taniks blasting his Molten Welder
- SinkentoTaniks5.jpg
Taniks inside his Shock Field
- SinkentoTaniksA4.jpg
Taniks unleashing his Turbulent Barrage
The Deep Stone Crypt
Crypt Security
Clarity Control
Morning Star
- SinkentoMorningStar2.jpg
Atraks-1's Ketch from the Space Walk.
Rapture
Original Soundtracks
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".