Beyond Light  ·  Europa  ·  Raid Guide

Deep Stone Crypt Descendant

"The birthplace of the Exo mind. A tomb, a prison, a weapon — depending on who you ask. Clovis Bray built his legacy here, buried beneath Europa's ice, and House of Salvation tore it back open. You're going in to make sure it never opens again."

Players 6
Location Europa
Encounters 4
Exotic Eyes of Tomorrow
Seal Descendant
Encounters
00
Desolation
Opening traverse · Pike / Sparrow · Secret chest
01
Crypt Security
Restricted
02
Atraks-1
Fallen Exo · Clarity Control
03
Taniks, Reborn
Prevent Europa's Destruction
04
Taniks
The Abomination
Armor Perks
Origin Trait
Bray Inheritance
Dealing damage regenerates a small amount of ability energy.
2 Piece Set Bonus
Augmented Servos
Powered melees release an additional disorienting pulse when used to defeat a target.
4 Piece Set Bonus
God-Like Judgment
When your shields are broken by a combatant, or upon casting your Super, release a swarm of heat seeking micro-missiles.
Loot Table
1st Encounter
Scout Rifle
Rapid-Fire Frame · 260 RPM
Arms Legs Class Item
2nd Encounter
Shotgun
Pinpoint Slug Frame · 65 RPM
Sniper Rifle
Aggressive Frame · 72 RPM
Arms Legs Class Item
3rd Encounter
Shotgun
Pinpoint Slug Frame · 65 RPM
Hand Cannon
Precision Frame · 180 RPM
Arms Chest Class Item
4th Encounter
Machine Gun
Adaptive Frame · 450 RPM
Sword
Adaptive Frame · Heavy uppercut attack
Exotic Rocket Launcher
Random drop chance from final boss.
Exotic Catalyst
Random drop from final boss
Helm Chest Legs
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00
Traverse
Deep Stone Crypt · Beyond Light · Europa

Desolation

Europa's storm doesn't care about your Light. Race across the frozen tundra on Pikes or Sparrows, shelter to shelter, before the cold takes you. The Crypt lies ahead — if you can reach it.

Frostbite — 10 stacks = death 7 protective domes Pike / Sparrow traverse Secret chest at dome 7
Overview

The raid opens outside the Deep Stone Crypt on Europa's frozen surface. A blizzard covers the entire traverse, constantly stacking Frostbite on any player not sheltering inside one of the seven protective domes along the path. At 10 stacks, Frostbite kills instantly.

Mount a Pike (found at the start) or use a Sparrow and race from dome to dome. Each dome is held by Fallen who must be cleared before the fireteam can safely shelter and advance. All six players must reach the final dome to progress into the Crypt.

Frostbite — 10 stacks = instant death Stacks build continuously outside any dome. Don't stop moving between domes. If you fall behind the group, sprint — don't engage enemies outside a dome unless absolutely necessary.
Death & respawn If you die, you respawn at the furthest dome that has been completely cleared by the fireteam. You won't lose progress as long as the team keeps pushing forward and clearing domes.
Traverse Map
Desolation — full traverse route (credit: VDK / Caydes Erben)
Desolation traverse map
Dome Checkpoints

Seven domes mark the path. Each is defended by Fallen — clear them out, let the team shelter briefly, then push to the next. The path winds through icebergs and rocky terrain; stay on the track marked by the lamps.

1
StartGrab a Pike here. Clear the initial Fallen and shelter up before pushing north.
2
Minefield crossingSlowing mines scattered on the track between domes 1 and 2. Avoid or blast them — getting slowed with high Frostbite stacks is dangerous.
3
Open stretchLonger exposed run to reach this dome. Keep speed up and don't stop to fight.
4
Rocky narrowsPath tightens between high rocks. Follow the lamps — it's easy to get turned around here.
5
Abyss crossingThe path skirts a deep abyss on the left. Don't veer off the track.
6
Final approachOne last stretch of open terrain before the Crypt entrance. Push hard.
7
Final dome — Crypt entranceDefended by Fallen Brigs. Clear them, then look for the secret chest before entering. All 6 players must reach this dome to proceed.
Fallen Brigs at dome 7 The final dome is defended by two Brigs — the heaviest enemy in this traverse. Bring heavy ammo and coordinate fire. Don't rush the entrance until both are down and the whole team is present.
Secret Chest

There is one hidden chest in this section, located near the final dome (dome 7). Before entering the Crypt, look around the rocky area surrounding dome 7 — the chest is tucked nearby. It awards a bonus loot drop from the DSC loot pool for weapons you've already unlocked on that character.

Don't rush inside Once the Brigs are down and the team arrives at dome 7, take 30 seconds to locate the chest before anyone interacts with the entrance. It's easy to miss if someone triggers the transition early.
Tips
  1. 1
    Pikes are faster than Sparrows and already on the ground at the start. Use them unless your team prefers Sparrows for mobility options.
  2. 2
    Follow the lamps. Lamps line the correct path through the terrain. If you've lost the track, find the nearest lamp and reorient.
  3. 3
    Don't fight between domes. Enemies between domes are a trap — engaging them burns time and stacks while your Frostbite climbs. Ride through and fight only inside domes.
  4. 4
    Watch for slowing mines. Red dots on the track slow your vehicle. Shoot them from range or weave around them — getting slowed at high Frostbite stacks can kill you before you reach the next dome.
  5. 5
    All 6 players must reach dome 7. The encounter doesn't end until the whole fireteam is present. If someone dies near the end, wait for them to respawn and ride up before entering.
01
Encounter
Deep Stone Crypt · Beyond Light · Europa

Crypt Security

The Deep Stone Crypt's security grid is still active — a network of six containment fuses locking down the core, watched over by Clovis Bray systems that never expected Guardians to come this far. Break them down. All six. The alarms are already screaming.

Scanner augment Operator augment Overload Captains Sentinel Servitors
Overview

The arena splits into Dark side and Light side with three people on each. Six large tubes run down the center of the room — these are the fuse damage targets. Below the floor is a basement with 10 keypad panels (5 per side: 1P, 1W, 2, 3, 4), a central Fuse Display showing all six tubes, and a Buff Terminal.

The Scanner augment lets the holder see glowing keypads through the floor from above, and later lets the basement player read the Fuse Display to call damage targets. The Operator augment lets the holder open the basement and shoot the correct keypad buttons. Augments are passed through Buff Terminals between roles.

Sentinel Servitors — instant terminal shutdown on spawn Servitors disable Buff Terminals the instant they spawn. Kill them immediately the moment they appear.
Basement Map

The basement mirrors the split above — Dark on the left, Light on the right, connected through the center where the Buff Terminal and fuse indicator pillar sit. There are 5 panels per side — 10 total — mounted on the walls. The 1W and 1P panels are side by side on the same wall (1W on the wall surface, 1P on the pillar right beside it). Panels 2, 3, and 4 are on the outer walls of each room. The fuse indicator pillar in the center has six small lights — three for dark, three for light — that glow yellow one at a time during the damage phase.

Crypt Security — arena & basement map (credit: Noct15 / community)
Crypt Security basement map
Fuse callout system The Fuse Display shows the six tubes from below. Call by position: Dark Left, Dark Mid, Dark Right for the top row — Light Left, Light Mid, Light Right for the bottom. Agree on this before the encounter so there's no confusion mid-callout.
1W vs 1P — same wall, inches apart Each side has five panels: 1W, 1P, 2, 3, 4 — all mounted on the walls. The 1W and 1P panels are on the same wall right next to each other: 1W on the wall surface, 1P on the pillar beside it. Easy to confuse when the Operator is moving fast. Scanner must be specific — if there's any doubt, ask again. Do not guess. Shooting the wrong one is instant death.
Roles
Scanner — 1 player
Picks up the Scanner augment after killing the Vandal. Stands above and looks through the floor to see all four glowing keypads at once, then calls them all out to the Operator. After the Operator finishes and the augment swap happens, the basement player receives the Scanner and reads the Fuse Display to call damage targets.
Operator — 1 player
Picks up the Operator augment from the terminal. Heads to the basement access panels immediately — does not wait for Scanner to finish calling. Opens the basement and shoots the Operator Buttons next to the correct keypads as the callouts come in. Once done, deposits the augment at the Buff Terminal to trigger the swap. If the tubes shield up before all six fuses are destroyed, the Operator upstairs frees the basement Scanner and a new Operator goes back down.
DPS players — 4 players
Clear adds throughout, especially Servitors near Buff Terminals. During the damage phase, position on the correct side and destroy whatever fuse the basement Scanner calls. Consider keeping two players per side to cut movement time.
Step-by-Step Flow

Setup

  1. 1
    Split 3 to dark side, 3 to light side. One light-side player picks up the Operator buff from the terminal and moves toward the basement door at the back of the room. A dark-side player kills the Vandal that spawns and picks up the Scanner buff.

Phase 1 — Panel identification

  1. 2
    Scanner moves around the dark side, looking through the glass panels in the floor to spot which panels below are glowing yellow. There are 5 panels on the dark side — find the two that are lit and call them out: "Dark 1W, Dark 3."
  2. 3
    Scanner moves toward the basement door after calling dark panels. The Operator opens the door to the basement — Scanner uses this moment to cross through to light side.
  3. 4
    Operator heads downstairs while Scanner crosses to light side and looks through the floor glass there. Scanner finds the two glowing light panels and calls them out: "Light 1P, Light 4."
Callout format Always state the side first: "Dark 1W, Dark 3 — Light 1P, Light 4." The Operator needs all four before they start shooting. 1W and 1P are right next to each other on the same wall — be specific.

Phase 2 — Operator shoots panels

  1. 5
    Operator locates and shoots all four called panels in the basement. Panels are on the walls — work through both dark side panels then both light side panels, or in whatever order is fastest.
Shooting the wrong panel = instant death The Operator is instantly killed if they shoot an incorrect panel. Only shoot the exact panels called by the Scanner. If you're not sure, ask for the callout again — do not guess.
  1. 6
    Operator deposits their buff at the basement Buff Terminal. A player upstairs picks it up. Scanner then deposits their buff at a terminal upstairs. The basement player picks up the Scanner buff.
Augment swap order Operator deposits → player upstairs picks it up → Scanner deposits → basement player receives Scanner. The basement player must be at the terminal ready to receive it.

Phase 3 — Fuse damage

  1. 7
    Basement Scanner watches the fuse indicator lights on the pillar above the terminal. One of the six lights glows yellow at a time. Call its position: "Dark Left," "Light Mid," "Dark Right," etc.
  2. 8
    Players upstairs shoot the corresponding tube on their side. Dark-side players handle dark fuses, light-side players handle light fuses. Stay on your side — don't cross. One wrong fuse is an instant team wipe.
  3. 9
    Basement Scanner keeps calling as each fuse is destroyed, one at a time, until all six are gone or the columns close.
Shooting the wrong fuse = instant wipe Nobody fires until the basement Scanner calls it. Don't shoot based on a guess or what looks obvious — wait for the call every time.
Encounter over If all six fuses are destroyed the encounter ends. Job done.

Reset — if columns close before all fuses are destroyed

  1. 10
    Operator upstairs opens the basement door and heads downstairs. The Scanner currently in the basement comes upstairs.
  2. 11
    Scanner (now upstairs) reads 4 new panels through the floor glass — dark side first, then cross to light — and calls them out. The new Operator downstairs shoots them. Roles have effectively swapped.
  3. 12
    Repeat the full cycle — panel identification, Operator shoots, augment swap, fuse callouts — until all remaining fuses are destroyed.
Basement burn timer The basement has a limited time before fire purges it, killing anyone inside. This may also be triggered by a live Servitor. The upstairs Operator must open the door and free the basement player before the burn hits — don't leave them trapped between rotations.
Weapon recommendations Fourth Horseman and Xenophage are highly effective for fuse damage. Keep two players per side focused on fuses — the other two handle adds. Well of Radiance helps during the damage phase when adds are heaviest.
Enemy Threats
Kill immediately
  • Sentinel Servitors — disable Buff Terminals the instant they spawn. Kill them immediately every time, no exceptions.
  • Overload Captains — require Anti-Overload weapon mods to stagger. Bring the correct mods.
Watch during damage phase
  • Exploder Shanks — spawn specifically during the fuse damage phase. Suicide-explosive at close range. Prioritize if they get near anyone shooting a fuse.
  • Dark Council Guards — elite Fallen, spawn throughout. Keep pressure off the Operator and Scanner.
02
Boss
Deep Stone Crypt · Beyond Light · Europa

Atraks-1, Fallen Exo

Clarity Control

She built herself in Clovis Bray's image — a perfect soldier, replicated endlessly, immune until you find the right one. The station is her domain. You're going to have to work for this one.

Scanner augment Operator augment Replication debuff — 45s timer 3 Space / 3 Crypt split No champions
Overview

The arena splits into two zones — the Crypt (ground floor) and Space (orbital station, accessed via launch pods). Three players go to space, three stay in the Crypt. Each zone has four identical Atraks-1 replicants — only one in each zone is the real target at any time, identifiable by a glowing yellow lattice.

The Scanner augment spawns in space, the Operator augment spawns in the Crypt. The Operator needs to get to space immediately. The core loop: Scanner finds the correct replicant → team kills it → it drops a Replication debuff → Operator ejects that debuff out an airlock. Repeat across both zones until 8 Replications are ejected, then all players converge in space for the final stand.

Extinction Protocol — wipe mechanic Once the glowing replicant becomes vulnerable, the team has a limited window to kill it. If it isn't destroyed in time, Atraks-1 initiates Extinction Protocol and wipes the team. Focus the called replicant immediately and burn it down fast.
Replication debuff — 45 second timer When a replicant dies it drops a purple Replication orb. Someone must pick it up immediately — leaving it unclaimed for 40 seconds wipes the team. Once picked up, the holder has 45 seconds before they die. The Operator can shoot the orb off a player's head to drop and refresh the timer. It must ultimately be ejected out an airlock in space to be permanently destroyed.
Arena Layout

The encounter takes place across two floors. The Crypt is a U-shaped room entered from below — replicants are positioned around the upper arc. Space is accessed via the pods at the top of the Crypt — a larger room with airlocks on both walls and replicants spread across the floor. Callout positions differ between the two floors.

Crypt floor — downstairs (credit: TheRedDelilah)
Atraks-1 Crypt floor map
Crypt replicant callouts Four positions: Top Left, Bottom Left, Middle, Right. Three Augmentation Terminals — left wall, right wall, and front (near entrance). Pods are at the top center. Entrance is at the bottom.
Space floor — upstairs (credit: TheRedDelilah)
Atraks-1 Space floor map
Space replicant callouts Normal phase — four positions: Left, Back, Right, Front. Final stand adds four more: Front Left, Bottom Left, Bottom Right, Front Right (shown in green on the map). Three aug terminals — left wall, right wall, and back center. Four airlocks — two on the left wall, two on the right wall (red rectangles). Pods and exit at the bottom.
Roles
Scanner — 1 player (starts in space)
Spawns in space. Identifies which of the four replicants is the correct target — it glows bright yellow. Calls the position for the team to focus. After the space replicant dies, passes the Scanner augment down to the Crypt team via terminal. Scanner alternates between space and Crypt each damage phase. During the final stand, the Scanner stays in space and calls replicants in rapid succession as they become vulnerable.
Operator — 1 player (starts in Crypt, goes to space immediately)
Spawns in the Crypt but must get to space as fast as possible — send the Operator augment up via terminal or bring it up yourself in a pod. In space, the Operator has a critical early job: shoot the panels next to the pods/elevators to send them back down to the Crypt — Crypt players need pods to get to space. Do this as soon as the Operator arrives in space. The Operator also watches for which airlock has a glowing red keypad beside the door, opens it by shooting the keypad, directs Replication holders inside, and shoots the debuff orb off their head to eject it. Also refreshes Replication timers mid-room by shooting the orb off carriers who are running low.
DPS / add clear — 4 players
Split 3 space / 3 Crypt. Kill adds constantly — arc damage resistance mods recommended, as nearly all enemies deal arc damage. Focus the glowing replicant when Scanner calls it and burst it down as fast as possible. The damage window is very short. Anyone without an augment who picks up a Replication debuff must immediately get to space for ejection.
Step-by-Step Flow
00 Setup
  1. 1
    Two players head to space via the pods. One player stays in the Crypt and waits — the Scanner augment spawns on a Vandal in space, the Operator spawns on a Vandal in the Crypt.
  2. 2
    Kill adds in both zones. The Crypt player kills the Vandal carrying the Operator augment and picks it up. Space players kill the Vandal carrying the Scanner augment — one picks it up.
  3. 3
    Crypt player heads up to space once they have the Operator augment. All three are now in space.
  4. 4
    Once everyone is ready and augments are held, kill all six Servitors. The glowing replicant will become vulnerable — Scanner finds it immediately and calls the position.
Servitors and terminals Servitors disable Augmentation Terminals the instant they spawn. Claim both augments before killing all Servitors — terminals need to be working to pass augments between floors.
01 DPS phase — space first
  1. 5
    Scanner finds the correct replicant in space — the one glowing yellow. Calls the position (Left / Back / Right / Front) and the team focuses it. Burn it down as fast as possible — The Lament and Parasite are ideal.
  2. 6
    Replication orb drops. Someone picks it up. Operator shoots the orb off their head periodically to refresh the 45-second timer. No need to run to an airlock — just keep refreshing.
  3. 7
    If Atraks is dead — skip to final stand. At current power levels this happens regularly. If not, continue.
02 DPS phase — Crypt (if needed)
  1. 8
    Scanner passes the augment down to the Crypt via terminal. The two remaining Crypt players pick it up and find their correct replicant (Top Left / Bottom Left / Middle / Right). Kill it.
  2. 9
    Both Crypt players head up to space. Scanner deposits the augment at the Crypt terminal before heading up — someone in space picks it up.
  3. 10
    If a third replicant kill is needed, the space team with Scanner finds and kills the next correct one. Then all players converge for the final stand.
Replication management at current power At modern power levels most groups burn through Atraks in one or two replicant kills and never need to eject a single Replication debuff. The Operator simply refreshes timers by shooting orbs off players' heads as needed. Airlocks exist if things go sideways — but realistically you won't need them in a competent group.
03 Final stand
  1. 11
    All six players must be in space. Any Crypt players take pods up immediately.
  2. 12
    Scanner calls the glowing replicant. All players focus it and burn it down. As soon as it dies, Scanner calls the next one.
  3. 13
    Keep killing replicants in sequence until Atraks-1 is dead. Don't stop moving between callouts.
If things go wrong — airlock emergency If replication timers are getting critical and nobody can reach an airlock in time, Operator keeps refreshing by shooting orbs. If you do need to eject: Operator opens the active airlock (glowing red keypad), Replication holders step inside, Operator shoots orb off their heads. Exit before the doors close. The same airlock can't be reused until two others have been used.
Recommended weapons The Lament is the best damage option by a wide margin — replicants have a short damage window and The Lament's burst output is unmatched. Arc damage resistance mods (25% at one mod, 40% at two) are worth running given every enemy in this encounter deals arc damage.
Enemy Threats
Priority kills
  • Sentinel Servitors — lock Augmentation Terminals while alive. Kill all six once augments are in hand — killing all six triggers Extinction Protocol and starts the damage phase.
  • Vandals (augment carriers) — kill these to claim Scanner and Operator augments at the start of each phase.
Watch for
  • Replication timer — always know who is holding a debuff and how long they have. Operator keeps timers managed.
  • Airlock doors — they close slowly after opening. Everyone inside must exit before they shut or they're ejected into space.
  • Pod availability — Operator should pre-send all three pods to the Crypt at the start so Crypt players can get to space quickly.
03
Boss
Deep Stone Crypt · Beyond Light · Europa

Taniks, Reborn

Prevent Europa's Destruction

He should be dead. He was dead. Now he's a nuclear reactor with legs, and the cores keeping this facility intact are his to rip out. Stop him. Contain the cores. Don't let Europa burn.

Scanner augment Operator augment Suppressor augment Nuclear cores — 10 stacks = death Overload Champions No DPS phase
Overview

This encounter introduces a third augment — the Suppressor — alongside the familiar Scanner and Operator. Three augments, six players, no DPS phase. Taniks cannot be killed here; the goal is purely mechanical: contain the nuclear cores he releases before they overload the facility.

The arena has four Nuclear Stations (1–4) and four deposit terminals (L1, L2, R1, R2). Two players carry nuclear cores to the correct deposits as called out by the Scanner. The Operator shoots one of three lit panels near the nuke spawn points to determine which two cores spawn that cycle. The Suppressor stuns Taniks by standing under all three security drones in sequence, then shooting him — this is required before cores can be deposited. Three buff exchange terminals sit around the arena for augment swaps.

Nuclear core radiation — 10 stacks = death Carrying a nuclear core builds a Radiation debuff. At 10 stacks the carrier dies. Move fast — don't stand still while holding a core.
Wrong deposit station = team wipe Only the Scanner can see which two deposit terminals are correct for the current cycle. Do not deposit a core anywhere until the Scanner calls it. Depositing in the wrong station wipes the entire team instantly.
Arena Map
Taniks, Reborn — arena layout (credit: VDK / Caydes Erben)
Taniks Reborn arena map
Map key Radiation symbols (1–4) — nuclear core deposit terminals. Blue circles — suppressor drones (Suppressor must stand under all three). L1, L2, R1, R2 — deposit terminals where cores must be taken. Scanner identifies which two are correct each cycle. Nuclear Stations (1–4) — core spawn points near the center. Three light up for the Operator each cycle; they shoot one to suppress it. Buff exchange — augment swap terminals (left room, center-right, right room). Taniks roams the central orange area.
Roles
Scanner — 1 player
Identifies which two of the four deposit terminals (L1, L2, R1, R2) are correct for the current cycle — they glow for the Scanner. Calls them out clearly: "L1 and R2." Must call before anyone deposits. Depositing in the wrong terminal wipes the entire team.
Operator — 1 player
Before each cycle, four panels near the nuke spawn points will become visible. Three of them light up red. The Operator shoots one of the three lit panels — that panel is suppressed and will not spawn a core. The other two lit panels each spawn a nuclear core for carriers to pick up. Choose and call your shot.
Suppressor — 1 player
Stands under a drone, shoots Taniks (any damage counts), then moves to the next drone and repeats. After standing under all three drones and shooting Taniks from each, Taniks is stunned. Call out the stun so core carriers know they can deposit. The three drones are spread across the left room, center, and right room.
Core carriers — 2 players
Pick up the two nuclear cores Taniks releases at the start of each cycle. Radiation builds while holding a core — move immediately toward the called deposit station. Do not deposit until the Scanner has called the correct station AND the Suppressor has stunned Taniks. Watch your Radiation stacks — at 10 you die.
Add clearers — remaining players
Handle the constant enemy spawns throughout the encounter. Priority: protect the nuclear core carriers — they cannot shoot while holding a core and are completely vulnerable. Keep enemies off them at all times. Rotate augments at buff exchange terminals when directed.
Step-by-Step Flow
00 Setup
  1. 1
    Assign roles before starting: Scanner, Operator, Suppressor, two core carriers, one add clearer. Approach the encounter to begin.
  2. 2
    Kill the Vandals that spawn carrying the augments. Each augment — Scanner, Operator, and Suppressor — drops from a Vandal and must be picked up from the ground.
01 Core cycle — repeat until encounter ends
  1. 3
    Three of the four Nuclear Stations light up — visible to the Operator. The Operator shoots one of the three lit stations, suppressing it. The other two lit stations each spawn a nuclear core.
  2. 4
    Two nuclear cores spawn. The two designated carriers pick them up immediately. Radiation starts building — keep moving.
  3. 5
    Scanner identifies the two correct deposit terminals (L1, L2, R1, or R2 — two will be glowing) and calls them out: "L1 and R2." Do not deposit until Scanner calls.
  4. 6
    Suppressor moves to a drone, stands under it, and shoots Taniks. Any damage registers. Move to the next drone and repeat. After all three drones have been used this way, Taniks is stunned.
  5. 7
    Suppressor calls the stun: "Taniks is stunned." Core carriers immediately move to their called deposit terminals and deposit the cores.
  6. 9
    After each pair deposited, one augment deactivates. That player deposits their augment at a buff exchange terminal — another player picks it up and takes their role for the next cycle.
Augment rotation — after every 2 nukes deposited After each pair of nukes is deposited, one augment becomes deactivated. That player deposits their augment at a buff exchange terminal and another player picks it up, taking over that role for the next cycle. This rotation happens after every 2 deposits. Plan who rotates in advance so there's no scramble at the terminal. After 6 pairs of nukes deposited (12 total), the encounter ends.
No DPS phase There is no damage phase in this encounter. Taniks cannot be killed here. Focus entirely on the core cycle — the encounter ends mechanically once enough cycles are completed.
Enemy Threats
Priority kills
  • Overload Champions — spawn throughout the encounter. Anti-Overload mods required to stagger them. Kill immediately when they appear.
  • Any enemy near core carriers — carriers cannot shoot while holding a core. Keep them protected.
Watch for
  • Taniks' attacks — he roams the center and will attack players who get too close. Core carriers especially need to be aware of his position.
  • Radiation stacks — core carriers must monitor their own stacks. Call out if you're getting close to 10 so a teammate can take the core.
The Final Race

Once all six pairs of nuclear cores have been deposited, a hole opens up in the center of the arena floor. Drop down and sprint — Taniks pursues you down a long hallway. At the end is a safe room with a slowly closing door. Get through it before it shuts.

04
Final Boss
Deep Stone Crypt · Beyond Light · Europa

Taniks, the Abomination

Everything the raid has taught you. All at once. Taniks has fused himself with the nuclear core and he's not going down easy — but he is going down.

Scanner augment Operator augment Suppressor augment Nuclear cores — 10 stacks = death DPS phase Final stand
Overview

This encounter combines everything from Taniks Reborn with a DPS phase. Three teams of two each take a section of the arena. All three augments are active. The standard approach is the "Core Four" — destroy all four of Taniks' wings simultaneously to drop all four nuclear cores, then every carrier runs to the four buckets Taniks is NOT standing near. Once all four cores are deposited, DPS begins.

Taniks moves to the corner opposite the active deposit buckets — his position is your callout. No Scanner callout needed for this method.

Nuclear core radiation — 10 stacks = death Radiation builds while carrying a core. At 10 stacks the carrier dies. Move immediately toward the deposit buckets — don't stand still.
Purple force field detention Core carriers can become trapped in a purple force field. The Operator must shoot the barrier immediately. Do not leave a carrier trapped — free them as fast as possible.
Wrong bucket = team wipe Deposit at the four buckets on the side Taniks is NOT on. His position tells you where to go.
Arena Layout
Taniks, the Abomination — arena layout
Taniks the Abomination arena map
Spawn
1 & 2
Operator spawns here
Blue
3 & 4
Scanner spawns here
Orange
5 & 6
Suppressor spawns here
Taniks' position = the callout During the core carry phase, Taniks moves to the corner where the active buckets are NOT. Watch where he goes and deposit at the other two sections. If Taniks is on the Spawn side, deposit at Blue and Orange (buckets 3–6).
Roles
Operator — 1 player (spawns at Spawn side / buckets 1 & 2)
Shoots purple force field barriers to free detained core carriers. If a carrier gets trapped, drop everything and shoot it immediately — a trapped carrier with rising Radiation stacks is a race against death. The Suppressor must not complete the stun until the Operator has freed any detained carriers — stunning Taniks deactivates a random augment, which could disable the Operator mid-rescue.
Suppressor — 1 player (spawns at Orange side / buckets 5 & 6)
Stuns Taniks by standing under each of the three drones in his current section and shooting him from each. The drones are always in the section Taniks is occupying. Do not complete the third drone stun until the Operator confirms all detained carriers have been freed. Stunning immediately deactivates a random augment — if Operator is disabled while someone is still in a bubble, that carrier is dead.
Scanner — 1 player (spawns at Blue side / buckets 3 & 4)
In the Core Four method, the Scanner callout is largely replaced by watching Taniks' position. Scanner still handles augment rotation at buff exchange terminals when augments deactivate after the stun.
Core carriers — all remaining players
Shoot all four of Taniks' wings with the rest of the team to drop all four cores simultaneously. Each player picks up one core and runs immediately to the deposit buckets on the side Taniks is NOT standing near. Monitor your own Radiation stacks — pass the core to a teammate if approaching 10. Carriers cannot shoot while holding a core.
Step-by-Step Flow — Core Four
00 Setup
  1. 1
    Split into three teams of two — Spawn side (1&2), Blue (3&4), Orange (5&6). Assign Operator, Suppressor, and Scanner before starting.
  2. 2
    Start the encounter by approaching or shooting the debris in the center. Enemies begin spawning immediately.
  3. 3
    Kill the Dark Council Guards to spawn the Vandals carrying augments. Kill the Vandals and each augment holder picks up their buff — Scanner at Blue, Operator at Spawn, Suppressor at Orange.
01 Core Four cycle
  1. 4
    All players focus Taniks and shoot all four of his wings. This drops four nuclear cores simultaneously. Each player immediately picks up one core — Radiation starts building.
  2. 5
    Watch where Taniks moves. He positions himself on the side where the buckets are NOT active. Run to the opposite two sections and deposit your cores there.
  3. 6
    Operator watches for purple force fields. If any carrier gets detained, shoot the barrier immediately. Call out when all detentions are cleared.
  4. 7
    Suppressor works toward the stun — stand under a drone, shoot Taniks, move to the next. Hold the final drone until the Operator confirms all detained carriers are free. Then complete the stun.
  5. 8
    Suppressor calls the stun. Core carriers deposit at the correct buckets. A random augment deactivates — that player swaps at a buff exchange terminal.
  6. 9
    Once all four cores are deposited, Taniks moves to the center and the DPS phase begins. Players have roughly 15 seconds from the last deposit to get into position.
02 Damage phase
  1. 10
    Taniks creates two rings around himself. Jump over the outer debris ring and position inside it but no further than the inner ring for optimal damage.
  2. 11
    Burn Taniks hard. Recommended: Ward of Dawn just outside the outer ring for Weapons of Light before jumping in. Well of Radiance inside for survivability and overlap when Weapons of Light expires.
  3. 12
    Halfway through, Taniks pushes everyone back out. Jump back in immediately and continue.
  4. 13
    DPS phase ends. A random augment deactivates — swap it at a buff exchange terminal. Return to the Core Four cycle and repeat.
03 Final stand
  1. 14
    At his final health bar, Taniks teleports around the arena. Hunt him down and deal damage wherever he appears.
  2. 15
    Pure DPS check. Fail to burn him in time and the team wipes. Burn everything you have.
Recommended damage — Ward of Dawn + Well of Radiance Place a Ward of Dawn just outside the outer ring for Weapons of Light. Players grab the buff, jump in, and a Well of Radiance inside covers survivability and provides overlap when Weapons of Light fades.
Enemy Threats
Priority kills
  • Dark Council Guards — must be killed first to spawn the Vandals carrying augments.
  • Vandals (augment carriers) — kill to claim Scanner, Operator, and Suppressor augments.
Watch for
  • Purple force fields — can detain core carriers at any time. Operator responds immediately.
  • Suppressor timing — never complete the stun while a carrier is still detained.
  • Radiation stacks — carriers monitor their own. Call out before hitting 10 and pass the core.