Raids have always been some of the best content on offer within Destiny, and the new Destiny 2 raid Deep Stone Crypt (which requires owning the Beyond Light expansion to access) is arguably one of the best raids ever made by Bungie. With its clever mechanics, intense boss battles, and awesome loot, the Deep Stone Crypt is yet another raid for the history books. If you're looking to learn each of the encounters but don't know where to go for guidance, fear not; we're here to help with a detailed and in-depth guide to each of the raid's four encounters, as well as the gear that you should have on-hand before going in.
Wield the Darkness
Welcome to Europa, Guardian...
In Beyond Light, players will encounter a dark Fallen faction, travel to new locations, and go beyond the Light to wield the power of the Darkness.
Deep Stone Crypt: Loadout recommendations
In the Deep Stone Crypt raid, it's important to have the right gear so that you're able to kill enemies effectively, survive the attacks from the bosses and ads (general enemies), and deal sufficient damage to the bosses in the damage-per-second (DPS) phases. Make sure that you're using guns that have PvE-oriented perks, such as ones that boost damage after kills or speed up reloading. Here's a list of the types of weapons we recommend having at your disposal:
- Well-rolled auto rifles are the best overall primary weapon.
- Pulse rifles are also good due to the medium range of many firefights.
- SMGs are strong in the first and third encounter specifically due to the close-range nature of them.
- In the second encounter, it may be beneficial for a player or two to use scout rifles.
- One person should use the Divinity trace rifle in the final boss battle.
- Shotguns are excellent for the entirety of the raid, with slug shotguns in particular excelling for final boss DPS as long as you're using Divinity and Well of Radiance with Lunafaction's Boots.
- The Witherhoard grenade launcher is also a very safe option.
- Sniper rifles are good in the second encounter, and can also be good for final boss DPS (especially Cloudstrike).
- The Xenophage machine gun is fantastic across the board.
- The Falling Guillotine and especially The Lament swords are the best options for the second and third encounter.
- Anarchy is the top choice for final boss DPS if you're also using a good special weapon.
- Whisper of the Worm, Izanagi's Burden, and One Thousand Voices work well with Divinity in the final encounter.
- A heavy grenade launcher with spike grenades is also excellent for final boss DPS.
Armor and weapon mods
- Arc resistance is excellent throughout the raid, as most Fallen attack with Arc damage.
- Sniper rifle resistance is strong in the second encounter, while melee resistance is great in the final one.
- Special ammo finder is important for players using special weapons for DPS in boss encounters. It's also important if you're using Divinity to weaken bosses.
- Use the ammo finder and reserves mods that correspond to your heavy weapon type.
- Encounters one and three have Overload Champions, so Overload mods are important.
- Make sure you put boss spec on weapons in boss encounters. Use minor or major spec during the first and third encounters.
In addition to having the right gear, you're also going to want to make sure you and your teammates are using the right subclass during each encounter. Here's what we suggest:
- For Titans, top-tree Sentinel is excellent across the board since the Ward of Dawn Super provides the Weapons of Light buff and can also be used to create safe spots in emergencies. In the final boss fight, a Titan could also swap to top-tree Sunbreaker and use Hammer of Sol for boss DPS if the team is lacking damage towards the end of the encounter.
- Warlocks should use Well of Radiance in all four encounters since the rapid healing and damage buff is invaluable. If someone else has Well of Radiance covered, bottom-tree Voidwalker can also be used as backup boss DPS since Nova Bomb does a lot of single-target damage.
- Hunters should use Arcstrider or top-tree Nightstalker for ad control in the first and third encounter. In the second and final boss encounter, Hunters should use bottom-tree Golden Gun with the Celestial Nighthawk Exotic helmet equipped for huge boss DPS. If you're not comfortable with Golden Gun, top-tree Nightstalker is also useful for debuffing bosses.
Destiny 2 Deep Stone Crypt Encounter Guide: Crypt Security
The first encounter in the Deep Stone Crypt is Crypt Security, in which your goal is to break six different security fuses (pictured above).
- First, you're going to want to orient your team into two teams of three. One team will go into the white room, while the other will enter the dark one. Also, take note of the basement room below that is accessible from the back of the rooms.
- Once you've split up into teams, designate one player on each team as a Scanner and an additional player in the light room as an Operator.
- The goal of Scanners will be to pick up a yellow buff from a Hacker Vandal and to look through the glass floors around the pillars to identify which keypads in the basement area are glowing yellow.
- The job of the Operator will be to pick up the red buff from the terminal and go down into the basement and then shoot the keypads the Scanners tell them to shoot (nobody but a Scanner can see the yellow glow).
- The players who do not have one of these roles will need to focus on killing ads.
When the Operator picks up their buff from the terminal, the encounter starts.
The catch here is that there will only be one Scanner buff available and that the doors between all the areas close at the start of the encounter. Therefore, once the first Scanner has identified which keypads to shoot on their side, they need to use a terminal to send the Scanner buff to the other room so that the second Scanner player can do the same. Each room has a terminal.
Something important to note here is that periodically, Sentinel Servitors will spawn that prevent use of the terminals. The ad clear players need to kill these as quickly as they can so that the Scanners can successfully do their job.
The Operator can go into the basement at any time by shooting the controls to the basement door, but we advise not doing so until two of the correct keypads are known. This is because if the Operator is in the basement for over a minute, the floor will catch on fire. However, if you wait for all four of the keypads to be known, you won't have as much time to do damage to the fuses later.
Here's what the basement keypads look like:
Once the correct keypads have been activated, the fuses will become unshielded and will be exposed for the damage phase. However, shooting them in the incorrect order will cause a team wipe. Here's how to find out the correct order to shoot them in:
- The Operator player needs to return to the basement entrance and put their buff into the terminal there.
- Next, one of the ad clear players up top should pick that buff up.
- Then, the player with the Scanner buff needs to put their buff into the terminal.
- Finally, the original Operator will pick up that Scanner buff in the basement and become a Scanner. Above you on the side of a mainframe, there will be six cores — three on the left, three on the right. Cores on the left correspond to the light room, and the ones on the right correspond to the dark room. Communicate which core is glowing yellow, as this one needs to be damaged next. Keep going until the cores are all destroyed.
If the shields go back up and you need to complete another cycle of the encounter, the player in the basement should put the Scanner buff back in the terminal for the Scanners on top. The basement player can also be saved before they burn by the ad clearer that picked the Operator buff up right before the damage phase since they can shoot the doors open. Then the old Operator becomes an ad clearer while the new Operator goes downstairs.
Destiny 2 Deep Stone Crypt Boss Guide: Atraks-1, Fallen Exo
The second encounter of the Deep Stone Crypt is a boss fight, and quite a tough one at that. You'll be facing off against Atraks-1, a Fallen who became an Exo and is helping the newly-resurrected Taniks.
The encounter arena is split into two rooms: bottom and top.
- Start off by splitting your team into two teams of three, with each team committed to a room. You won't be able to up to the top room until the encounter begins, but the top team can wait near the slots for the pods that will take you to it.
- Make sure to take note of the locations of the three buff-trading terminals in the bottom area. There are four terminals in the top room that the top team should also make note of once they go up.
- You're going to want to designate one player in the bottom team as a Scanner, while you need to designate one player as Scanner and one as Operator in the top team.
The encounter begins when someone touches the purple orb floating near the pod slots.
- Immediately, bottom team is going to want to start killing ads while the top team takes the pods that arrive up into space (there are several buff terminals in space as well).
- After a minute or so, Sentinel Servitors will spawn in both rooms — just like in the Crypt Security encounter, these need to be killed quickly (since the Servitors will tend to stay near the boss clones, using scout rifles and sniper rifles is a good way to kill them safely).
- Alongside the Servitors, a Vandal with a Scanner buff will spawn in the top room while one with the Operator buff will spawn in the bottom room.
- The top team Scanner needs to get the Scanner buff right away, while the bottom team needs to hold the Operator buff temporarily.
Both teams should have noticed that four "clones" of the boss are in each room. In bottom room, there's a boss on the top left, bottom left, middle, and right. Meanwhile, on top, there's a boss at the front, left, right, and back of the room. Soon after the Vandals with buffs spawn in the rooms, all four of the boss clones in the top room will begin to charge a wipe attack. You need to damage them to stop it, but the issue is that hitting the wrong one will cause a wipe.
- The Scanner buff solves this problem by making the correct boss to damage glow yellow. Therefore, the Scanner up top needs to tell everyone which boss it is, and then they need to damage the boss at the same time (Falling Guillotine and The Lament are superb here). This will kill the clone.
- Immediately afterwards, the Scanner player needs to send the buff to the bottom team so that they can do the same thing since their four boss clones prepare their own wipe attack soon after.
- Right after the bottom Scanner player gets the Scanner buff, the player temporarily holding the Operator buff should also quickly send it up to the top for the Operator player to grab before bottom team's bosses prepare the wipe attack.
- After bottom team's first clone is dead, they then send the Scanner buff back up so the top team can kill a second clone.
- The buff then goes back down to bottom team so that a second clone can be killed there too. After the second clone at the bottom dies, the Scanner buff is sent back up since top always has to kill a clone first in each new cycle.
In total, you need to transfer the buff between rooms four times and kill four clones, two in each room.
There's an added complication, however. When a clone dies in either room, it will drop a purple orb. This is essentially Atraks-1's soul, and if it is allowed to sit for a few seconds, a clone will respawn at the orb's location and wipe the team. Therefore, players need to pick it up (the timer players have before the team wipes is much longer at 45 seconds) so that it can be cleansed in the top room at one of the four airlocks on the walls. This is where the Operator comes in.
- First off, the Operator needs to send each pod back down by shooting the keypads next to them so that players who collect purple orbs in the bottom room can go to the top room.
- Secondly, the Operator has to open each of the airlocks so that players with the orbs can run in. Then, the Operator shoots the orb off the player's head so it gets sucked out into space.
- FInally, the player runs out. Cleansed players can then return to their position (bottom team players can take a pod back down) and the encounter repeats.
Each airlock can only be used once in each cycle, so it may be easier for consistency's sake to have all of the orb players congregate at one airlock to all be cleansed at once. This is made possible by the fact that the Operator can reset an orb's timer by shooting it off of the player holding it. Then the player simply picks the orb up again.
This continues until you get the boss' health bar down to the final chunk (represented by the part separated with a black line). When this occurs, all players in the bottom room need to come up to the top room.
- There will be six different boss clones all preparing a wipe attack, and the player who has the Scanner buff at that time needs to call out which clone your team needs to hit. Unlike before, the bosses will continue preparing wipes repeatedly, so you need to be quick.