"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."
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.