The Ultimate Sundered Doctrine Encounter 3 Map Guide: Burning The Lies To Defeat Kerrev, The Erased
Contents
Kerrev, the Erased: Encounter 3 Map Layout and Core Mechanic
The third encounter of the Sundered Doctrine dungeon, often referred to as the Kerrev, the Erased encounter, is a three-player activity built around a central arena and three adjacent symbol rooms. The entire encounter is a race against time and a test of logic, requiring Guardians to identify which of the three statements presented is the "Lie."The Encounter Map and Essential Callouts
The main arena is where the boss, Kerrev, the Erased, and the main symbol dial are located. From this central area, your fireteam will use three distinct side rooms. While the in-game names may vary, the community has settled on simple, effective callouts for quick communication:- The Main Dial: Located in the center, this large wheel displays the three symbol statements (two "Truths" and one "Lie") that must be resolved.
- Room 1 (Left): The room to the left of the main dial (when facing Kerrev's spawn point).
- Room 2 (Right): The room to the right of the main dial.
- Room 3 (Back/Center): A room located behind the main dial or boss area, often accessed via a side path.
Roles and Preparation for the Encounter
A three-person fireteam is required, and the most common, efficient strategy assigns one player to each of the three rooms.- The Room Runners (x3): These players are responsible for entering their assigned room, killing the Subjugator, obtaining the Lens, reading the symbols, and relaying the information to the Central Operator.
- The Central Operator (Flexible): This player typically stays in the main arena to manage adds (additional enemies), kill the central Knight, and receive the symbol callouts to interact with the Main Dial. In a three-person team, this role is often shared, with the player who *doesn't* get the Lie symbol staying central.
Step-by-Step Strategy: Burning the Lies
Executing the encounter efficiently requires a precise, coordinated sequence of actions. Straying from this order will result in a wipe.Phase 1: Symbol Acquisition and Callouts
1. Start the Encounter: Once the encounter begins, a large, central Knight will spawn. A designated player should quickly eliminate this Knight to clear the area. 2. Enter the Rooms: The three Room Runners immediately head to their assigned rooms (Left, Right, Back). 3. Kill the Subjugators: Inside each room, a powerful enemy called a Subjugator will spawn. Killing this enemy is critical as it drops the Lens buff. 4. Obtain the Lens: The Lens is a temporary buff that allows the player to see the symbols in their room. Each Room Runner must pick up their Lens immediately after killing the Subjugator. 5. Read the Symbols: After obtaining the Lens, the player looks at the symbol panel in their room. They must identify which set of symbols on the Main Dial corresponds to the symbols they see.- The Truth: If the symbols in the room *match* one of the three sets on the Main Dial, the player calls out "Truth" and the position (e.g., "Left Room is Truth").
- The Lie: If the symbols in the room *do not match* any of the three sets on the Main Dial, the player calls out "Lie" and the position (e.g., "Right Room is Lie").
Phase 2: Resolving the Puzzle and DPS
1. Identify the Lie: The Central Operator (or the team collectively) listens to the three callouts. Two players will have a "Truth" symbol, and one player will have the "Lie" symbol. 2. Interact with the Main Dial: The team must now interact with the Main Dial based on the Lie.- "Burn the Lies": Activate the symbols that correspond to the "Lie" statement on the Main Dial.
- "Disable the Truth": Deactivate (or ignore) the symbols that correspond to the "Truth" statements.
Advanced Tips and Topical Authority Keywords
To elevate your team's performance beyond a basic clear, incorporate these advanced strategies and understand the underlying mechanics.Loadout and Build Recommendations
* Add Clear: Since Subjugators and other adds can be dangerous, utilize weapons and abilities with strong crowd control (CC) and area-of-effect (AoE) damage. Warlocks with Well of Radiance and Titans with Ward of Dawn are highly valuable. * Damage: For the DPS phase, focus on high burst damage. The current meta often favors Apex Predator (Rocket Launcher), Sleeper Simulant (Linear Fusion Rifle), or high-impact Grenade Launchers. * Exotic Armor: Consider exotics that boost ability regeneration or damage during the DPS phase, such as Star-Eater Scales (Hunter) or Synthoceps (Titan).Timing and Communication Mastery
* Subjugator Priority: Killing the Subjugators quickly is the highest priority for the Room Runners. The faster they die, the sooner the Lens is available, and the less time the team spends in the mechanic phase. * The Central Knight: The Knight that spawns in the middle can be a major annoyance. Assign one player (usually the one who stays central) to prioritize its immediate elimination to prevent it from disrupting the symbol callouts. * Precision Callouts: When calling out the symbols, be clear and concise. A common callout format is: "Room [Left/Right/Back] is [Symbol 1], [Symbol 2], [Symbol 3]." The Central Operator then cross-references this with the Main Dial to find the Lie. By following this updated Sundered Doctrine Encounter 3 map guide and focusing on the "2 Truths and a Lie" mechanic, your fireteam will be well-equipped to defeat Kerrev, the Erased, and claim the rewards of this challenging Destiny 2 dungeon. Mastering the flow between the three symbol rooms and the central dial is the ultimate path to victory.
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