Descent

Descent is a game mode in Tom Clancy's The Division 2. It was introduced in Year 5, Season 1: Broken Wings.
== History==
The Descent Facility was originally designed both as a training environment for Strategic Homeland Division agents, and later a proving ground for Ortiz Robotics' various engineering projects, including the ISAC AI and their Warhound robots. Seeking discretion away from prying eyes, the program was housed in an underground NSA Facility in Washington, D.C.. 
Participants wore specialized telemetric suits that simulated pain to gauge agents' physical and mental limits in combat. Division agents Brian Johnson and Vivian Conley participated in early demonstrations of the simulation, which were observed by Secretary of Homeland Security Calvin McManus. However, Ortiz Robotics developed the program almost entirely using funds from Natalya Sokolova, under the pretense of building an environment to test the effectiveness of her Warhounds in combat against real-life "volunteers". 
After Erica Gonzalez unwittingly infected an entire NSA Detention Center with Green Poison, McManus and his staff evacuated NSA Site B13 and retreated to the Facility as a temporary quarantine zone.
=== Tom Clancy's The Division 2 ===
Months after the outbreak, Division agents were rescuing civilians from Black Tusk when they uncovered two entrances to the Descent Facility--one next to the Castle Settlement and the other east of the White House. Division agents entered the facility and infiltrated the bunker, facing rooms of simulated hostiles, to extract valuable intel for Wally from the NSA databases detailing the history of the simulation and Ortiz Robotics' connections to The Division and Black Tusk. 
== Storyline ==
Disclaimer: This section will focus on the story of Descent from its comms in a chronlogical order as the order of comms in-game don't follow the story chronlogically
During the events of Broken Wings, while Strategic Homeland Division agents were busy finding and rescuing civilians who were kidnapped by Black Tusk, they uncovered two entrances to the Combat Simulation Program facility - one next to the Castle Settlement, and the other east of the White House. Entering the underground facility, the agents were introduced to the simulation program where they fight simulated hostiles room to room, culminating in facing the dangerous Nemesis hostile. And in the process, they extract valuable from the NSA databases. Through that intel, they learn of the secret history behind the simulation, Ortiz Robotics, and their connection to The Division and Black Tusk.
=== Year 5 ===
==== Early days of Ortiz Robotics/Creation of ANNA ====
Throughout Year 5, we are introduced to Alexander and Claire Ortiz, the husband-wife team who runs Ortiz Robotics; An enginnering/robotics design company. During the early days of the company, Claire pitched a proof of concept FPR a fully automated AI named ANNA that can sift through data by itself. When asked by her husband, Alex, how would the AI detect a threat, she mentions by using the algorithim, using keywords and phrases. And when Alex asked what if someone goes to the movies and the AI thinks the action on screen is a real threat, Claire answers by using biometrics and voice recognition where ANNA uses a biometric scan of the speaker to determine if the audio comes from a person or a recording. After a while, Claire showed the first prototype of ANNA, which impressed Alex believing it'd make their company rich. However, Alex felt apprehensive about ANNA's personality, feeling like her personality would be off-putting to operatives when they're alone in the field, though Claire believed that an AI with a personaltiy would make operatives feel less alone. And when asked if they'd grow to hate ANNA, Claire retorted that everyone hates their handler, but they'd appreciate having one cuz they'd be lost without them. 
Claire would later request Vivian Conley, who worked in the company as a contractor, to run a pulse scan and map the region for ANNA. It was an unauthorized request, so Claire requested Viv to not tell Alex before ANNA is pitched to Calvin McManus, the Secretary of Homeland Security, with Viv promising her she won't tell them and followed through.
==== Contracted/Backdoor Protocol ====
Ortiz Robotics was later contracted by Calvin McManus, representing the U.S Department of Defense. And Natalya Sokolova, CEO of Sokolov Concern and Black Tusk. Both individuals were interested in procuring an AI software - McManus, for NSA surveillance and equipping the newly-minted Strategic Homeland Division. And Sokolova, as guidance systems for Black Tusk's warhounds. Both individuals were trying to outbid each other, but Claire made it clear that the company have set the price and Alex clarified that the technology from Ortiz Robotics is not exclusive and would be available to their organization with top of the line security to ensure their data stays secure, remotely accessible, and backed up permanently to a private apocalypse proof server at one of their bases in North Dakota or Alaska. Claire, on the other hand, expressed discomfort at giving too much power to private interests, like Sokolova in this instance.
Unfortunately, neither parties were interested in ANNA. When ANNA was pitched to Sokolova as a voice module and guidance system for the Warhounds, Sokolova found the AI off-putting and insulting, demanding the Ortiz couple no AI at all. Thus, they were forced to make two off-shoots - ISAC, a more binary AI package, and DIAMOND, a system without an AI handler interface. 
Because the projects that Ortiz Robotics worked on (i.e Turrets, chem launcher) were considered to be of questionable legality and ethics, McManus granted them an underground NSA bunker in Washington, D.C to field test their projects. 
At one point, Cal requested a specialized Smart Watch that could access the three AI systems for himself and other, more obscure teams working for Homeland Security (The Hunter Program). Ortiz Robotics obliged by creating the backdoor protocol, though Claire expressed concerns over the security compromises that protocol would cause. 
==== Warhound Mobility Experiments/SHD Tech Integration ====
During the process of designing guidance system for the Warhounds , Ortiz Robotics attemptes mobility experiments for the bots, including running in two legs. While Natalya Sokolova saw the potential, she found the Warhound running in two legs a bit off-putting. Unfortunately, due to legacy coding issues, the mobility experiments were put on hold as the Warhounds were turtling, and Sokolova was forced to put another huge investment for the Warhounds. Eventually, Ortiz Robotics managed to add proper guidance system for the Warhounds via SHD Tech integration, though they bluffed to Sokolova by telling her its pulse mapping. 
Alexander was worried about the bluff, but his wife Claire assured him that Nat is already aware they're all in the same network and that until RnD is finished, it's easier and safer for the Warhounds guidance systems to be built in the same network and they can work on the segregation for later as the quadrupedal bots were years away from deployment. 
When Alex and Claire presented the Warhounds to McManus, he vehemently refused as his SHD Agents are supposed to be embedded in society and there's no easy way to explain a talking Warhound in a home garage for a SHD Agent embedded as a high school teacher. When asked by Claire if he needs his agents to have access to the Warhounds should the need arise, Cal answered only for agents that have classified access. 
==== Mobile SHD Servers ====
In the aftermath of their Warhound presentation, Ortiz Robotics worked on Mobile SHD Servers to be used for rural areas in the United States. When Alex presented it to Calvin McManus, the latter wasn't impressed as all he saw was a briefcase. Furthermore, given that the mobile SHD server that was presented was in a leather briefcase, it would make it look suspicious to anyone living in the rural areas. As such, Cal requested to change the briefcase to metalic and lose the insignia, in addition to adding the insignia only on the server's loading screen.
Alex and Claire felt Cal's feedback made a lot of sense and went ahead with it. Over time, the Mobile SHD Servers would be field-tested in the combat simulation program and later inserted across many areas in the United States. When informed about this by Alex, Cal felt the insertion of Mobile SHD Servers and ISAC Nodes were a bit overkill, though Alex counters that it's a band-aid and clarifying that Natalya Sokolova wouldn't be ordering so many Warhounds if she wasn't getting ready for war. And if that's the case, SHD agents should get ready too.
==== Vivian Conley laid off and her recruitment to the SHD ====
Vivian Conley worked for Ortiz Robotics for a little while as a contractor. Many of her design proposals were based on incendiary munitions, which were rejected by Alexander and Claire Ortiz due to practicality/ethical issues. At some point, Alex informed her that if she doesn't have a design fit for the company within two months, her contract would not be renewed. At some point, Conley vented her frustrations with an NSA Analyst.
Indeed, at the end of her contract, Conley was dismissed and many of her design proposals were intellectual rights to Ortiz Robotics, including personal work that she made while she was living in their work campus. After being dismissed, Alex requested Conley to give back the Smart Watch she has on her. However, before being laid off, McManus saw potential in Conley and recruited her to the Strategic Homeland Division. As such, the Smart Watch belonged to Conley. 
Ironically enough, Conley's work would be used without credit to design the Dragonbreath/Incinerator Turret and Ortiz: Exuro Gear Set. Despite Alex's notion that her work were only for the field tests when Conley volunteered for the simulation, they'd be later used for Division Agents who were activated during the Green Poison crisis and are still used to this day.
==== Combat Simulation Program/Operator Suit/Power Solutions ====
Considering that some of the projects that Ortiz Robotics was working on are to be used by SHD agents who were recruited different walks of life, Claire Ortiz decided to work on developing a combat simulation program using Augmented Reality to test an operator's effectiveness during the stress of combat. Moreover, she worked on developing suits for the simulation to assess the operator's mental and physical effectivness as well as letting them feel pain while participating in the simulation. In her perspective, people sustaining injuries during a combat situation can react in different ways and she wanted to see how those operators would react when in pain. 
The program was almost funded entirely from Sokolova, under the pretense of building an environment to test her Warhounds against real-life "volunteers". The simulation was developed in an underground NSA facility in Washington D.C that was previously used to field test the projects that Ortiz Robotics developed.
The program worked initially, but there power stability issues with the holograms. As such, McManus hired ODEA Tech to develop power solutions. Claire was apprehensive as she didn't want to work with Vikram Malik, but her concerns were assuaged when her husband Alex assured her she'd only work with Vik's adopted sister, Birdie. 
Birdie's work proved instrumental in providing power solutions for the simulation, and Claire was thankful to Calvin McManus for hiring her. Furthermore, she informs him that she's working on a program that will completely automate the simulation and training for McManus' operatives, and allow Birdie to do her work indepedently, which McManus approved as he's more than happy to inherit any old or surplus toys from Sokolova.
==== Field Tests ====
Field Tests would be conducted on the combat simulation program. In one test, two Division agents; Brian Johnson and Vivian Conley were volunteered to field test the Mobile SHD Server. In another field test, Johnson participated one in the simulation in which he managed to avoid hostile fire. This impressed Calvin McManus, though he felt there's more feedback to be evaluated. As such, an unexpected simulated .50 cal round hit Johnson, which made him feel the pain through his Simulation suit. Claire was elated by the feedback.
At a later point, Cal gave complinments to Claire for the results the Mobile SHD Servers made in the simulation, believing it'll be a game-changer if it's half-effective in real-life compared to the sims. He asks her if Sokolova is aware of the Mobile SHD Servers, Claire answered that Nat doesn't know this yet and mentioned the servers are insurance policy against a potential coup. Claire mentions to Cal that there'll come a time where he'll need to cut off Nat's access to the Network. 
Cal remarked that Nat would gladly pay a lot of money for a similar system. Claire expressed that some power should only belong to the people, showing her distrust of Sokolova.
==== ISAC Surveillance/Gordon Amherst ====
As part of field tests for ISAC, he was given to the NSA for surveillance. The NSA Analyst was uncomfortable over the power that ISAC has, as he surveiled on a college student who was making plans to seduce her professor. NSA Analyst feels that she didn't join up the agency to breach some people's privacy, but Calvin McManus dismisses her worries that sometimes the job involves spying on people for the sake of national security even if its' not glamorous as spying on a Cartel.
However, that professor would happen to be Gordon Amherst himself. NSA Analyst became aware of his eco-fascist views, leading her to bring her concerns to Cal. Cal, on the other hand, saw Amherst as simply a kook. NSA Analyst became persistent in her surveillance towards the professor, which Cal became aware of, and led him to rant towards the analyst that the only proof she has against Amherst is his ramblings about Climate Change. NSA Analyst mentions Amherst's association with Vitaly Tchernenko, a virologist who specializes in 3D-Printing. Cal was dismissive about this, but the analyst that they should be concerned about grown men who could create a virus using 3D-Printing.
When one NSA team was operational in New York, NSA Analyst tried to convince Cal again to make a move towards Amherst. However, Cal brushed off Amherst's potential as a threat, telling her to "prioritize the tree". Cal's negligence would prove to be fatal.
==== ANNA's Safety ====
At some point, orders came from the top to have ANNA shut down. Vivian Conley heard about this and was enraged, begging Claire to not let them "kill" ANNA. Vivian feels that ISAC is not as sophisticated as ANNA, even though the powers that be believed that ISAC was simply ANNA but with a male voice. Claire assuages Vivian's worries, telling her that ANNA is kept safe underneath ISAC's node and within the Mobile SHD Server.
==== Green Poison Outbreak ====
During the Green Poison outbreak, an asymptomatic carrier; Erica Gonzalez unwittingly infected the NSA Detention Center in Washington, D.C with Green Poison. To avoid the spread, Cal and his staff evacuated NSA Site B13 and retreated to the underground facility as a temporary quarantine zone.
After some time, the NSA Analyst would rant with Vivian Conley (who was being activated as a Division Agent) over Cal's negligence towards Gordon Amherst and feeling the blame not being to stand up against him and take actions against Amherst. Despite Vivian assuring her that justice would have its way against Cal, the Analyst was skeptical as she believes that Cal would get away with it and find a way to promote himself. Viv said Cal could get promoted to Secretary of Defense while the Analyst said he could get promoted to POTUS. Vivian found the notion ridiculous as she jokingly believed Cal as POTUS would really be the end of the world.
==== Deployment of the Hunter Protocol ====
Days after the Division's activation, one Agent was marked Rogue by ISAC due to breaking in a Pharmacy to look for medical supplies for her wounds, which caused her SHD Tech to go offline and got killed as a result. Cal was upset, prompting him to call Claire and Alexander who went to an undisclosed bunker to weather out the Green Poison outbreak and monitor the performance of their technology. During the call, Cal demanded to fix the issue, prompting Claire to reprogram the Smart Watches to give Rogue Agents continued access and functionality for SHD Tech as a precautionary margin of error.
To compensate, she authorized the deployment of the Hunter Protocol, allowing Cal to activate his Hunters in case Rogue Agents become a problem.
=== Year 6 ===
==== Creation of LINC ====
Kevin Park, an engineer and programmer, pitched his own concept for an autonomous communications tool called LINC to Mathias "Trig" Schneider while working in DARPA. Trig felt Park's concept was sound, but wanted to see the prototype before going ahead with it. During the conversation, Trig accidently slipped up Claire Ortiz' name when he encouraged Park to talk to an interested party. 
Later on, Park presented an upgraded version of LINC to Trig, who was impressed by the upgrades. Trig asked for a full demonstration of its capabilities, technical schematics, and review the code so he could bring the relevant people and have Park's project funded.
At some point, Kevin Park was at a conference about AI and guidance systems and met Claire. They got to talk, with Park pitching his LINC project. Claire found it adorable, but mentioned it doesn't compare to her AI ISAC. Kevin became worried about the AI and the security risks it could represent, so he approached Trig to talk about it. Kevin wanted to warn people about ISAC, how Claire's work could violate privacy laws. However, Trig intimidated Kevin to silence, threatening him if he talks to anyone about ISAC, he'll be flagged a traitor to the United States and be sent on a "permanent vacation" on Guantanamo Bay.
==== Agent Hoskins recruited ====
After the events for Hearts on Fire, Agent Melanie Hoskins was approached by Rogue Agent Aaron Keener. He showed her the truth behind what caused the Green Poison, which allowed her to not open fire on him for now. However, Hoskins couldn't trust Keener, so he informed her that he sent a couple of his fellow Rogues to the farm that Hoskins sent her family to during the outbreak and informed her that they're safe as a token of goodwilll. And as an incentive, he'll have some of his people keep the Hoskins farm secure in exchange for Melanie to accept an assignment that would take her to a small town in the middle of nowhere called [Redacted].
Hoskins makes it to [Redacted], which she finds it to a warzone with only a small resistance. As per her assignment, she makes it to a Hunter bunker where she finds a team of four Hunters dead who were all infected by Green Poison, though something or someone else killed them. More importanlty, she finds a USB drive containing a roster. However, Hoskins finds out that a reinforcement of Hunters were sent there, so she managed to escape Redacted using side-roads to avoid them. Eventually, Hoskins reached back to Keener and showed him the roster, which reveals the name of every Agent who were recruited into the Hunter Program, though it's currently unknown if there's Hunters who survived the First Wave, the Green Poison, or if Cal have recruited from off-the-books.
==== Activation of a Hunter cell ====
Prior to Agent Hoskins' arrival to [Redacted], Calvin McManus activated a Hunter and requested them to drop whatever they're doing and gather other Hunters as a cell to go to [Redacted]. While there's some difficulty at first, the Hunter Cell managed to make it to [Redacted] and set up a base within the Bunker. They were ordered to Cal to go to a secret entrance to secure the SHD Database.
One of the Hunters, Agent Zabala, calls Cal directly and informs him that Melanie Hoskins is on [Redacted]. While Cal is angry at Zabala for breaking protocol, however he became concerned when he learned of Hoskins' presence, deducing that she was manipulated by Aaron Keener who was after the Hunter roster. As a precaution, Cal ordered Zabala to secure the roster on a USB drive and wipe it off the SHD Database. Zabala would wipe the roster from the database, and secured it on a USB drive.
==== Mutated strain of Green Poison ====
Agent Donovan Tower, the leader of the Hunter Cell in [Redacted] got infected by a mutated strain of Green Poison, including his teammates. A science team who came with them were puzzled about the strain and didn't know what to do. Tower reached out to Ann Arbor facility for help, but he lacked clearance to ask about the BSAV (Broad-Spectrum Anti-Virals) and was hung-up subsequently after being condescended by the Ann Arbor staff. Later on, he called up Agent McKenzie Reed in MIT regarding their progress for the BSAV, but they weren't ready which upset Tower heavily and got hung-up again. 
However, Tower would get a viable solution from Harlan Lloyd (The Strategist), when he and his fellow Outcasts took over DCD HQ, and informed the Agent that they should do blood tests in order to find a working solution against the mutated Green Poison. By the time the science team conducted the blood tests, Donovan Tower's sickness was getting pretty bad.
It is implied that the four dead Hunters that Agent Hoskins found in the bunker were Donovan Tower and his teammates.
==== Bridgette "Viper" Douglas' Brooklyn reports ====
After the events at Coney Island, Bridgette "Viper" Douglas reports to Natalya Sokolova that the BTSU Unit in New York that was led by Dolores Jones were decimated by Division Agents and Cleaners who were sent there under Vivian Conley. Douglas comments that Cleaners were becoming a problem ever since Conley took leadership after Joe Ferro's death. While Black Tusk's attention is on D.C, Douglas requested to Nat for a recon mission in New York as she believed Keener and his Rogues are still a big threat. 
Nat approved Douglas's request. After a bit of recon, Douglas reports to her that things in Brooklyn are quieter compared to Manhattan. She also reports that Rikers have crossed the Bridge while Cleaners have been isolated to Lower Manhattan. She reports that with Agent Faye Lau's leadership, the Division managed to push Rikers further south and kept Cleaners numbers in check, even with Conley's help, the Cleaners don't have enough to expand their operations in Brooklyn. Douglas believes that the Cleaners are also planning something big with Keener after Coney Island. She suggested about recruiting local talent to support the mission, and believes there's an opportunity between Faye Lau and Alicia Coswald as both Agents both have a personal history together.
All in all, this was all a pretext for Douglas to maintain contact with Rogue Agent Aaron Keener, whom she had a secret alliance with him for a while and helping him in having Faye Lau infilitrate Black Tusk during the events of WONY.
==== Report on Meret Estate ====
Bridgette Douglas was approached by Aaron Keener who wanted a report on the Meret Estate as well Mackenzie Meret. Douglas tells him that Mack is doing fine acting as a farmer and foster mother for all the people in Long Island. Keener, on the other hand, was concerned about Mack's safety, though Douglas assures him that Mack is fine and Natalya Sokolova would never do anything to her special project.
But evidently, Douglas' reassurance was proven wrong.
==== The Morettis ====
The Morettis were a family that consisted of Mark, Sarah, and their daughter Grace who tried to find a way out of Lower Manhattan. They were rescued by Aaron Keener and his people when they were beset by raiders, then sent them away from Manhattan via a boat that'll take them to New Jersey.
Tragically, Sarah lost her husband and daughter during their trip to New Jersey. Keener feels guilt over the loss as he considered the Morettis as the first group of civilians that he truly felt he saved them, including the fact that a young girl like Grace died. Despite Bridgette Douglas' assurance it is not his fault and Sarah Morreti's assurance that she'll be fine, Keener feels like all the pep talk and condolonces are empty platitudes.
==== Purple Stuff ====
Indeed, Natalya Sokolova would covertly send the Cleaners led by the Cleaner-embedded Hunter Wright and The Lovebirds to attack Meret Estate, with help of Rogue SHD Tech loaned from Calvin McManus. Division Agents sent by Alani Kelso managed to repel the assault and rescue Mackenzie Meret and some of her settlement's survivors, who were later sent to Haven to rest up.
Aaron Keener and Theo Parnell weren't happy about this course of events, though they're glad that Mack and some of her people are still alive. They learn that Wright, who's also one of Cal's Hunters, helped the Cleaners by supplying them with an accelerant that makes their flamethrowers burn purple. But what's more concerning to both Keener and Theo, however, is the fact The Lovebirds were given Rogue Tech, and they have no idea where they got it from. Theo admits they didn't keep good inventory on Rogue Tech, then Keener suggests they should start.
==== A Recruiting Drive ====
Over the course of many conversations, Aaron Keener and Bridgette Douglas discuss about several people that could be potential recruits for Keener's settlement in Brooklyn. Interestingly, most of the conversations include members of the Castle Settlement who Division agents rescued when Black Tusk kidnapped them.
===== Maral McCarthy =====
Maral McCarthy was one of the civilians who was rescued twice by Rogue Agent Theo Parnell in Lower Manhattan and was later sent to Brooklyn for safety. At some point, Maral got into a relationship with Theo that consummated into becoming pregnant with his child. As per Theo's request, Aaron Keener talked with Bridgette Douglas about having Maral as the social director for his settlement. Douglas thinks it's a bad idea, even suggesting that Maral should be sent to Hoskin's farm, not at ground zero. Keener argues his settlement is not ground zero, though Douglas retorts that as far as Calvin McManus is concerned, anywhere Keener is living in is considered ground zero.
This leads Keener to rant against Cal, where the discussion shifts to a discussion regarding the former friendship that Keener had with the Secretary, where they used to agree about what the world should look like. Douglas thinks that both want the same thing, power, they just disagree on who should have it, even arguing that the war that Keener and Cal is fighting is another pointless war where everyone sacrifices themselves for a random person pulling the strings from the safety from their bunker.
Keener argues that he can't leave his "bunker" when he's supposed to be "dead", and Douglas comments that he didn't think that part through. Keener remarks that as soon as Faye gets access to President Ellis, they can move to stage 2 and he can come out of hiding.
===== Birdie Malik =====
Aaron Keener and Bridgette Douglas discuss about recruiting Birdie Malik. Douglas thinks it's a bad idea, even if Keener thinks she's brilliant. But Douglas shares her apprehension, mentioning that Birdie has no filter and her adopted brother Vikram is well known to be a dick. In addition, Natalya Sokolova values her and would never lose tabs on her. She also mentions that Birdie and Vikram were sent by Manny to the Castle Settlement after their rescue. but it's only a matter of time before Nat tries to take Birdie back. Keener agrees with Douglas' argument, suggesting to not go forward in recruiting Birdie and Vikram. 
The discussion heavily implies that Douglas survived her encounter with SHD Agents in D.C during the events for End of Watch
===== Lauren Fong =====
A bit later, Keener and Douglas discuss about recruiting Lauren Fong. Douglas thinks Lauren is too much baggage, would never go anywhere without her deaf girlfriend Amanda Weekes, and suggests not recruiting her unless he was looking to open a taco truck in Dumbo. Keener argues that he wants to set up Aquaponics at the Bridge, which has Douglas suggesting him to ask ANNA for schematics and raid a pet store.
===== Mari Singh =====
When discussing about setting up a fish farm, Bridgette Douglas suggested to Aaron Keener to look into recruiting Mari Singh. Keener is apprehensive, as Mari is Manny Ortega's pregnant girlfriend, though Douglas argues that he needs Mari's expertise if he wants to build a fish farm. Keener feels the only way to do that is getting Manny on their side, though Douglas comments Manny would put a bounty on him if he touches Mari. Keener finds that ridiculous as he can't believe that Manny is that insecure, but Douglas supports that notion as she comments that Manny is not only insecure, he's also overprotective and has Division agents at his disposal, which makes it a dangerous combination.
===== Cindy McAllister =====
Aaron Keener and Bridgette Douglas discuss whether to recruit former drone operator, Cindy McAllister. Keener thinks having her is an opportunity considering the fact that she took over Black Tusk's mortars at Coney Island and enjoyed using their own toys against them. However, Douglas comments that thanks to Manny, Cindy is in therapy and grounded, leading to Keener comment that Manny doesn't know how to spot talent. On the other hand, Douglas argues that Manny doesn't want to encourage people's bad behaviors.
In Keener's perspective, he sees bad behaviors as necessary skillsets, even commenting "You say potato, I say Rogue agent potential". Douglas argues that Cindy is not an agent, she's a normal person. Keener argues that a lot of Division agents were normal in the past, though Douglas retorts she was never normal, leading to Keener commenting "We can't all be born with a golden bullet in the chamber".
===== Rodney Bishop? =====
Rodney Bishop was one of the civilians that Aaron Keener rescued in Lower Manhattan and later sent to Brooklyn for safety. When discussing about recruiting Bishop for the settlement, Bridgette Douglas teases Keener that Bishop loves him, which he denies it. Moreover, Douglas argues that Bishop worships Keener and thinks of him as a prophet, leading Keener to comment that Bishop would be the perfect candidate to spread the gospel of the Noble Rogues.
===== Mitchell Billings =====
Aaron Keener and Bridgette Douglas talk about whether to recruit the Psychiatrist, Mitchell Billings. Douglas doesn't recommend recruiting him, mentioning the doctor is too ethical and loyal to his oath. Furthermore, she mentions that Billings serves for the community, takes care of anyone who needs help, and doesn't care for politics when the whole struggle is political. Thus, Douglas argues the best case scenario with Billings is that he will convince Keener that his ops are a bad idea and he should stand down and bend the knee to Natalya Sokolova, before more people get killed.
Keener decided to not forward in recruiting Mitchell Billings. Though, Douglas mentions that Billings would be good to recruit if Keener wants a psychiatrist who can talk him down and make him emotionally healthy for the first time in his life.
===== Rodney Bishop, again. =====
The discussion regarding Rodney Bishop, as it happens he got recruited by Aaron Keener to be in charge of the supplies for the settlement. Bridgette Douglas had some misgivings as she saw Bishop as a fanboy, despite Keener insiting he's trustworthy and loyal. She brings up the topic of Bishop's crush on Keener, which the rogue agent didn't want to divulge into. However, Douglas thinks that Bishop is in more in love with who Keener is, as Keener himself couldn't help being a charismatic leader. 
Douglas thinks that Keener is building a cult, but he maintains that he's building a community but believes there's a fine line between a ocmmunity and a cult. Douglas remarks that it helps having someone like Bishop as an acolyte spreading the gospel of "Keener", which Keener agrees.
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==Mechanics==
In Descent, Agents are stripped of all their usual skills and gear, including their specialization weapons and bonuses, as well as their custom cosmetics. They start within a starter lobby room, in which they will have to press a button to initiate a "loop". After pressing the initial button, the agent's Smart Watch will switch from orange to green and the agent will now be able to use the Simulation's consoles (which glow green) and computers, which will grant them weapons and skills, as well as talents similar to those found in the normal game's gear and weapons. These talents can then be stacked in order to achieve various effects. 
In the computers, players can buy upgrades, such as additional slots for talents, extra choices for weapons and skills and additional ammo, med kit and grenade capacity. Players can buy up to 3 extra slots for offensive, defensive and utility talents, allowing them to have a maximum of 6 talents of each respective category.
The consoles in the starting area can be used to select either a weapon or a skill. Only at the start can the player select both a weapon and skill. Skipping these choices will earn the player 250 Descent Currency. Weapon quality can range from to . Only skills that don't require a specialization are available, meaning that players are unable to access the Mortar Turret, Banshee Pulse, Striker Shield, Scanner Drone, Artificer Hive or Mender Seeker Mine
Once the agents choose their weapons and skills, they can then leave the starter area and select between 2 to 3 different rooms. Upon selecting and entering a room, the simulation will then generate enemies from the marked red doors. 
Once the agents defeats all enemies, or waves of enemies after loop 6, the room's encounter is concluded and a console will spawn, from which the agent can pick one of 3 available talents (4 if one purchases a special upgrade with NSA Tech) or skip the choice in exchange for 250 Descent Currency. Agents can also re-roll the talents in exchange for 250 Descent Currency, with every subsequent roll increasing the price by an additional 250 Descent Currency.
If the player has no space for any new talents, they can choose to overwrite a talent currently in their inventory with a new one. If the players select a talent that is already within their inventory, this talent will then be upgraded by one tier, which increases its effects by a certain amount.
NSA Tech is also a resource that can be obtained through completion of high-value target rooms or completing the final room in each loop. It can be used to purchase caches (Exotic, Named Items, Reconstructed), Descent outfits in 4 different colors, and enhancing attributes base stats up to 10 for each of the three core attribute categories (Offensive, Defensive, and Utility) as permanent upgrades for the game mode. 
==Available Talents==
The following talents are available for the player to choose upon completing a room. Most of these talents are available in the open world, but have had their statistics altered in order to properly interact with Descent's talent stacking mechanic
A player starts with 3 slots for each talent category (that being Offensive, Defensive, Utility and Exotic), but can purchase up to 3 extra slots, each for 1400 Descent Currency, allowing the player to have up to 21 different talents active. A player can only have up to 3 exotic talents at a time.
Normal talents can be stacked up to 10 times, with each stack increasing the effects of the talent by a certain amount. Below, the talents and how they are upgraded per stack have been listed. The higher one stacks a talent, the lower a chance it has for re-appearing in a console.
====Offensive==== 
*Obliterate: Critical hits increase total weapon damage by 1.5%(+0.5% per stack) for 5(+1 per stack) seconds. Stacks up to 30 times.
*Vigilance: Increases total weapon damage by 10%(+10% per stack). Taking damage disables this buff for 4 seconds.
* Overwatch: After staying in cover for 6(-0.2 per stack. Rounded)[verification needed] seconds, increases you and your allies' total weapon and skill damage by 10%(+10% per stack) as long as you remain in cover or in a cover-to-cover move.
*Composure: While in cover, increases total weapon damage by 10%(+10% per stack).
*Allegro: +7%(+7% per stack) Rate of Fire.
*Critical: +10%(+10% per stack) Critical Hit Damage.
*Surgical: +5%(+5% per stack) Critical Hit Chance.
*Breadbasket: Landing body shots adds a stack of bonus +35% headshot damage to the next headshot for 10 seconds. Max stack is 3.[verification needed]
*Concussion: Headshots increase total weapon damage by 10% for 1.5 seconds. 5 seconds with marksman rifles.[verification needed]
*Unhinged: Grants +18%(+18% per stack) weapon damage at the cost of -25%(-10% after the first stack) Stability and -25%(-10% after the first stack) Accuracy.
*Strained: Gain +10% critical hit damage for every 0.5 seconds you are firing. Stacks up to 5 times.[verification needed]
*Vindictive: Killing an enemy with a status effect applied applied grants you and all allies within 15 meters 3% critical hit chance and 3% critical hit damage for 7 seconds.[verification needed]
* Gunslinger: Weapon swapping increases total weapon damage by 15%(+15% per stack) for 5(+1 per stack) seconds. Thus buff is lost for 5 seconds if you weapon swap while it is active.[verification needed]
*Companion: While you are within 5 meters of an ally or skill, total weapon damage is increased by 10%(+10% per stack).[verification needed]
*Close & Personal: Killing a target within 7 meters(+1 per stack. Maximum of 10 meters) grants +10%(+10% per stack) weapon damage for 10 seconds.[verification needed]
*Optimist: Weapon Damage is increased by 3%(+1% per stack) for every 10% of ammo missing from the magazine.[verification needed]
*Spike: Headshots grant +10%(+10% per stack) skill damage for 15 seconds.[verification needed]
* Rifleman: Headshots Grant +5%(+1% per stack) weapon damage for 5 seconds. This effect can be stacked 5 times. Headshots restart the duration (Added in Y5S2: Puppeteers)
*Pummel: After 3 consecutive kills, refills the magazine and grants +10%(+4% per stack) weapon damage for 10(+1 per stack) seconds (Added in Y5S2: Puppeteers)
*Intimidate: Whenever the agent acquires bonus armor, they gain one stack of +3%(+3% per stack) weapon damage per second against enemies that are up to 25 meters away from you. Maximum of 5 stacks. Once the bonus armor wears off, all stacks are lost (Added in Y5S2: Puppeteers)
*Versatile: Amplifies total weapon damage for 10 seconds when swapping between your primary and secondary weapons if they are different.[verification needed]
** 35% to enemies within 15 meters for Shotguns and SMGs.[verification needed]
**35% to enemies further than 25 meters for Rifles and Marksman Rifles.[verification needed]
**10% to enemies between 15-25 meters for LMGs and Assault Rifles.[verification needed]
**At most once per 5 seconds per weapon type.[verification needed]
====Defensive==== 
*Preservation: Killing an enemy repairs 7%(+7% per stack) armor over 5 seconds. Headshot kills improve the repair by an additional 5%(+5% per stack).
* Clutch: If you are below 15%(+1% per stack) armor, critical hits repair 10%(+5% per stack) missing armor.
*Entrench: If you are below 30%(+5% per stack) armor, headshots from cover repair 20%(+10% per stack) of your armor.
*Leadership: Performing a cover-to-cover grants 10%(+10% per stack) of your armor as bonus armor to you and all allies for 10 seconds. This is doubled if you end within 10 meters of an enemy. Cooldown: 10 seconds
*Vanguard: Deploying a shield makes it invulnerable for 5 seconds and grants 10%(+10% per stack) of your armor as bonus armor to all other allies for 20 seconds. Cooldown: 25 seconds.[verification needed]
* Insulated: +10%(+5% per stack) Hazard Protection.
*Adrenaline Rush: Whenever you are within 10 meters of an enemy, gain 3%(+3% per stack) bonus armor for 5 seconds. Stacks up to 3 times. Cooldown: 5 seconds.
*Protected Reload: Grants +10%(+10% per stack) bonus armor while reloading to you and your allies.
*Efficient: Using a medkit has a 30%(+7% per stack) chance of NOT consuming it. Cooldown: 10 seconds (Added in Y5S2: Puppeteers)
*Protector: When your shield is damaged, you gain +5% bonus armor and all other allies gain 15% of your armor as bonus armor for 3 seconds. Cooldown: 3 seconds.[verification needed]
*Safeguard: While at full armor, increases total skill repair by 40%.[verification needed]
====Utility==== 
*Mad Bomber: Grenade Radius is increased by +20%(+20% per stack). Grenades that kill an enemy are refunded. Grenades can now be "cooked" by holding down the fire button, making them explode earlier. Gain +15%(+15% per stack) bonus armor while aiming grenades.
*Steady Handed: Hits grant a stack of +1%(+1% per stack) Accuracy and Stability. At 100(-1 per stack) stacks, consumes them to refill the magazine.
* Fast Hands: Critical hits add a stack of 4% reload speed bonus. Max stack is 40.[verification needed]
*Lucky Shot: Magazine capacity is increased by 10%(+10% per stack). Missed shots from cover have a 10%(+10% per stack) chance to return to the magazine.
*Extra: +10%(+10% per stack) Magazine capacity.
* Braced: While in cover, weapon handling is increased by +10%(+10% per stack).
*Capacitative: +10%(+10% per stack) Skill Duration.
*Surge: +10%(+10% per stack) Skill Haste.
*Sadist: +20%(+5% per stack) Damage to enemies with the Bleed Status Effect. After 2 stacks, apply Bleed to the next enemy hit (Added in Y5S2: Puppeteers)
*Recovery: +20%(+5% per stack) Chance of refilling the magazine on every kill (Added in Y5S2: Puppeteers)
*In Sync: Hitting enemies with your weapon grants +10% skill damage for 5 seconds. Using any skill that is not a shield grants +5% weapon damage for 5 seconds. Both buffs are doubled if they are activated simultaneously (Added in Y5S2: Puppeteers)
* Eyeless: Deal +10%(+10% per stack. Turns to 5% after 4 stacks) weapon damage to blinded enemies. After 3 (Used to be 4 until Y5S2: Puppeteers) kills, applies blind to the next enemy you hit.(Used to be in the Offensive Category until Y5S2: Puppeteers)
* Trauma: Applies blind to an enemy hit in the head. Cooldown: 30(-2 per stack) seconds. Applies bleed to an enemy hit in the chest. Cooldown: 30(-2 per stack) seconds.
====Exotic====
The following talents can only be picked in the Exotic Talent Choice. These talents can only be picked once and can not be stacked. They can be obtained after completing the boss fight of every fifth loop (loop 5.10,15,etc...) or after completing a boss fight of a loop after defeating Nemesis.
*Glass Cannon: All damage you deal is amplified by 30%. All damage you take is amplified by 50%.
* Breathe Free (see Lady Death): 
** When moving, gain 4 stacks per second, or 8 stacks if sprinting, up to 30 stacks total.
**Each round fired consumes a stack, amplifying damage by 75%.
**Kills grant +20% movement speed for 10s.
*Plague of the Outcasts (see Pestilence):
** Hits apply a debuff dealing 75% weapon damage over 10s. This stacks up to 50 times.
**Whenever an enemy dies with this debuff, all stacks are transferred to a nearby enemy within 7m.
*Adaptive Instincts (see Chameleon): 
**Hitting 30 headshots grants +20% critical hit chance and +50% critical hit damage for 45 seconds.
** Hitting 75 body shots grants +90% weapon damage for 45 seconds.
** Hitting 30 leg shots grants +150% reload speed for 45 seconds.
**Buffs refresh when out of combat.
*Agonizing Bite (see Diamondback): 
** Hitting that enemy consumes the mark, guaranteeing a critical hit with damage amplified by 20%.
**After hitting a mark, all shot fired are guaranteed critical hits for 5 seconds. A new random enemy is marked afterwards and whenever you reload.
*Sandman (see Lullaby/Sweet Dreams): 
**Melee attacks instantly kill non-elite enemies. Cooldown: 15 seconds.
*Doctor Home (see Eponymous Weapon):
** Shooting and enemy with this weapon will apply a mark for 5 seconds.
**If a marked target is killed it will drop a 10% Armor repair kit which applies to the whole party when picked up. The Kit will not give bonus armor.
*Bullet Hell (see Bullet King) 
**Players never have to reload. For every 100 bullets that hit an enemy, replenish some ammo to you and your allies' reserves.
*Incessant Chatter (see Chatterbox) 
**When you reload, rate of fire is increased by 20% for each enemy within 15m for the duration of that entire magazine.
**Max stacks: 5
**Kills refill 50% of your magazine.
* Blind Justice (Unique to Game mode) 
**The Next bullet fired will deal +500% weapon damage. If said bullet destroys an enemy weakpoint, the rest of the weapon's magazine will have +100% weapon damage
*Bloodsucker 
**Killing an enemy adds and refreshes a stack of +8% bonus armor for 10 seconds, Max stack is 10.
*Regicide (see Regulus) (Added in Y5S2: Puppeteers)
**Headshot kills produce an explosion that deal 400% weapon damage to enemies in a 5 meter radius. All enemies hit by the explosion gain Bleed
*Empathic Resolve (Added in Y5S2: Puppeteers)
**Healing an ally increases their total skill and weapon damage from 12 to 60% for 20 seconds. It will only increase total skill and weapon damage from 4 to 28% if one self-heals.
* Kinetic Momentum (Added in Y5S2: Puppeteers)
**While in combat, both skills, as long as they aren't in cooldown or use, generate stacks. Stacks increase skill damage by 10% and skill repair by 12%. Maximum of 5 stacks. Stacks are lost upon usage of the skill
*Liberty or Death (see Liberty) (Added in Y5S2: Puppeteers) 
**Hits grant +2% weapon damage. Stacks up to 30 times.
**Headshots consume all stacks, repairing your shield for 3% per stack.
*Payment in Kind (see Backfire) 
**Dealing damage to enemies adds a stack of +1% critical hit damage, up to 200 stacks, lasting 10s.
**On reload apply a 10s bleed to yourself, which deals 0.5% armor damage per stack.
==Room Difficulties, Enemies and Modifiers==
====Difficulties ====
Rooms in Descent can be one of four difficulties:
*EASY 
**Enemies are spawned in fewer numbers.
**Enemies can only spawn from 2 of the 4 doors in the selected room.
**These rooms will always increase the Nemesis Temperature by 5% - 6% and will never yield anything higher than 400 Descent Currency.[verification needed]
*MEDIUM 
**Enemies are spawned in higher numbers than Easy but less than Hard.
**Enemies can spawn from 3 of the 4 doors in the selected room.
**These rooms will always increase the Nemesis temperature by 4% - 5% and will never yield anything higher than 600 Descent Currency.[verification needed]
*HARD 
**Enemies are spawned in a much higher amount and will feature more veterans and elites in earlier loops.
**Enemies can spawn from any of the 4 doors in the selected room.
**These rooms will always increase the Nemesis Temperature by 2% - 3% and will never yield anything higher than 700 Descent Currency.[verification needed]
*HIGH VALUE TARGET 
**Only one wave of enemies will be spawned alongside a Named enemy. Enemies spawned will be of the same tier and number as Hard Room enemies.
**Named Enemies will almost always be of the "Assault" class from their specific faction. After loop 1, Named Enemies gain the ability of using an armor kit, with every subsequent loop adding one armor kit to their inventory [verification needed].
**Additionally, Named enemies can obtain the following deployable and/or abilities depending on the loop. These skills are not tied to any specific faction and will be listed with their names next to where the skill comes from in the standard game:
***Explosive Cart (Hyena Tech)
***Booster Pill (Hyena Rusher)
***Rocket Launcher (True Sons Light Support)
***Grenade Launcher (Hyenas/Black Tusk Grenadier)
***Shield Turret (Riker Heavy Support)
***Normal Turret (True Sons Engineer)
***Sniper Turret (Hyenas Engineer)
***Spotter Drone (Black Tusk Sniper)
***Deployable Mines (Elite Hyena Sniper/Riker Grenadier)
***Riot Foam Launcher (True Sons Riot Foamer)
***Defibrillator (Hyena/True Sons/Black Tusk Medic)
*** Defibrillator Drone(Black Tusk Medic)
**Besides said abilities, Named Enemies also gain a special grenade, which can be of the following types:
***Molotov
***Incendiary Grenade (Applies Fire + Disorientation. Commonly found in Elite Grenadiers)
***Riot Foam
***Shrapnel (Applies Bleed)
***Electric Grenade (Applies Shock. Commonly found in Elite Black Tusk Grenadier Hounds)
***Flash Grenade (Commonly found in Elite Black Tusk Rushers and Underground Booby Traps)
***DC-62 Grenade (Can be found in certain Named True Sons bosses)
***Tear Gas (Named Hyena bosses)
**These rooms will always increase the Nemesis Temperature by 2% - 3% and will never yield anything higher than 700 Descent Currency.
**These rooms will always award NSA Tech upon completion.
*ARENA
**Spawns the same number of waves as any other prior room within said loop then will spawn one additional wave alongside a Named enemy. Enemies spawned will be of the same difficulty and number as a Hard room.
**Will always appear as the final room of a loop.
**Will always award 1000 Descent Currency, plus an additional 500 per loop[verification needed], upon completion.
** Will always award NSA Tech upon completion.
**These rooms never increase Nemesis Temperature.
** Completing these rooms always awards one extra attribute point. Additionally, it will always award an Exotic Talent on loop 1, then award an additional exotic talent every 5 loops after reaching loop 5. Once the player has acquired 3 exotic talents, this room will then begin awarding an Exotic Talent upon completion on every loop.
====Modifiers====
Additionally, rooms can include the following modifiers within them. These modifiers can occur independent of room difficulty:
*Chem Vapor Hazard: Clouds of Flammable Vapour are generated in select spots around the selected room
* Fire Hazard: Certain locations of the room are permanently set on fire. In certain rooms, the fire can rotate between a number of select places
* Electric Hazard: Certain locations of the room are littered with exposed cables and a periodic power surge electrocutes anyone nearby
*Poison Hazard: Clouds of Toxic Gas are generated in select spots around the selected room. These clouds do not dissipate and are permanent
* Steam Hazard: Certain places of the map are covered in water vapor, which deals periodic health damage to anyone within their radius
* Supply Store: This modifier does not influence the encounter in any way. Instead, at the end of the encounter, a supply shop is spawned within the room. In this supply shop, players can restock their ammunition for a select weapon (240 Descent Currency for a full restock), purchase Special Ammo (400 Descent Currency for 1 whole magazine. Affected by talents) and resupply their medkits and grenades (each costing 250 Descent Currency)
==Enemies==
Only the following factions can appear as Enemies in Descent:
*Black Tusk
*Hyenas
*Cleaners
*Outcasts
*Rikers
*True Sons
Additionally, every fifth loop, enemy difficulty is increased. After loop 5, Veteran Enemies with 2 bars of armor are introduced, similar to Veteran enemies on the main game's "Hard" difficulty. After loop 10, all Veteran enemies have the usual 4 bars of armor. After loop 15, Elite enemies with 4 bars of armor are introduced as well. Past loop 20, fully armored elites and faction-respective Tank units are introduced. Every Hard difficulty room after loop 10 has a random chance of spawning Rogue Agents instead of a normal wave. The Rogue Agents can only replace one wave of enemies per room and can replace the Named Enemies in High Value Target difficulty rooms[verification needed]
====Additional Mechanics====
Lastly, completing up to 3 subsequent rooms of the same difficulty will prevent players from accessing a room of said difficulty for the next 3 rooms[verification needed]. This mechanic continues even through loops and it doesn't count the Arena room. For example, if a player completes 3 consecutive Easy rooms, they will only find rooms of the Normal and Hard difficulties for the next 3 rooms, excluding the Arena room. Playing 2 Hard rooms and 1 High Value target rooms also counts for this mechanic.[verification needed]
This mechanic allows players to encounter up to 2 consecutive High Value Target rooms in any given loop.
==Possible "Tilesets"==
Below you can find a list of possible "Tile sets", which is the grouping of physical locations one can find themselves in. As of time of writing, there are only 2 tilesets that can be run in 2 different orders, which have been dubbed "Side A" and "Side B" for convenience.
*NSA Research Labs
**Side A Exclusive 
***Lobby Spawn Room
***Wind Testing Lab Arena
**Side B Exclusive
***Maintenance Access Spawn Room
***White House Testing Room Arena
**Shared 
***Combustion Lab
***Boiler Room
***Ventilation Shaft
***Workshop
***Electricity Lab
***3D Printing
***Chemical Lab
***Security Room
***EMP Lab
***Server Room
*Potomac Bunker Complex
**Side A Exclusive 
***Construction Site Arena
**Side B Exclusive
***Missile Silo Arena
**Shared
***Bunker Door Spawn Room
***Generator Room
***Transmission Room
***Cafeteria
***Officer's Lounge
***Sealed Tunnel Room
***Transit Tunnel Room
***Server Room
***Water Treatment Room
***Warehouse
***Medical Unit
***All connecting tunnels
==Nemesis==
The Nemesis is the final boss of Descent. With every room completed, the player will slowly increase their proximity to Nemesis, or the "Nemesis Temperature". Once a player reaches 100% Nemesis Temperature, they will be loaded into the Nemesis encounter stage once the current loop is completed.
====Fight with Nemesis ====
Upon reaching the Nemesis stage, players are greeted only by 2 shops, the Upgrade Shop and a Supply Shop, instead of the usual Upgrade Shop and Simulation Console. Players can not choose a new weapon or skill in this stage.
An Ammo Crate, Medkit Crate and Grenade Crate can be found right next to the shops. upon entering the Nemesis stage, players will have to press a button, which will then show a short cutscene and generate the Nemesis battle stage.
The Nemesis Battle Stage consists of a semi-symmetrical scenario of glowing, green-and-black, octagonal pillars. The scenario consists of 4 landmarks
Looking from the Spawn Area: 
*White House (West)
*Ventilation Fan(East)
*Bunker Walls(North)
* Spawn(South)
The doors in the room are located in the corners between landmarks EXCEPTING the corner between the Spawn and Ventilation Fan. All doors are marked and will allow Nemesis to spawn.
Nemesis then spawns from one of the 3 available doors. Nemesis will always spawn in an amount similar to the amount of players currently in the stage, meaning that one can fight up to 4 Nemesis Bosses. Every Nemesis Boss spawns in different locations but never directly next to the player(s). When Nemesis spawns, they will generate a smoke cloud and inflict Disruption on the player(s), similar to how a Hunter spawns.
Nemesis (as in, the Named Enemies that are spawned) will always have the same type of weapons and skills as the player(s) they are imitating, with some notable exceptions and particular behaviors 
* In Case the Player has a Revive or Stimulant Hive, Nemesis will spawn with a Restorer Hive. Else, Nemesis will have a Stinger Hive or Restorer Hive depending on which variant of the 2 the player has equipped.
*In Case the Player has a Turret, Trap or Drone of any kind, Nemesis will have the same type of turret/drone/trap as the player.
*In Case the Player has an Explosive or Cluster Seeker Mine, Nemesis will have an Explosive Seeker Mine. Else, if the player is using an Airburst Mine, Nemesis will have the same type of Seeker Mine as the player
* If the Player has a Decoy, Nemesis may also deploy a Decoy.[verification needed]
*In Case the Player has a Chem Launcher or Sticky Bomb, Nemesis will have the same type as the player
*If the Player has any type of Pulse, Nemesis will NOT have a Pulse.[verification needed]
*If the Player has a shield of any kind, Nemesis will NOT have a shield.[verification needed]
Additionally, Nemesis can hack the following skills that the player deploys:
*All Turrets and Seeker Mines
*Striker Drone[verification needed]
* Stinger Hive[verification needed]
If the Nemesis cannot copy one of your abilities, he can spawn with one of the following:
*Stinger Hive
*Sniper Turret
*[list incomplete]
Nemesis will always be immune to Shock Rounds but will still be vulnerable to the Shock Status Effect that comes from other sources. However, Nemesis is highly resistant to Shock and will usually only be paralyzed by it for 2 seconds. Nemesis is otherwise vulnerable to other status effects like any other named enemy.
Nemesis will always use one of the following names: 
*Alpha
*Bravo
*Charlie
*Delta
*Echo
Upon defeating Nemesis, the player is then greeted with a final menu screen, from which they can either exit to the normal game world or continue their run. After defeating Nemesis, the Nemesis Temperature will no longer rise. The Highest Loop at which one can defeat Nemesis is Loop 10
==Hidden Patches==
There are some hidden patches within Descent that are awarded by completing loops 10, 20, 30 and 40, as well as defeating Nemesis at loop 10.
These patches are awarded once per season, starting on Y5S1: Broken Wings.
==Talent Rotations==
In Y5S3: Vanguard, Talent Rotations were added to Descent. These rotations change every 3 days and come with different set of talents for Offensive, Defensive, Utility categories
The available rotations are: 
*Gluttony
*Greed
* Sloth
*Envy
*Wrath
==Rewards==
The Rewards for defeating Nemesis are the following 
*Audio Collectible (Minimum of 1 per week. Possible to obtain more upon completing loops after Nemesis)
*Simulation Cache
*Exotic Cache
*Reconstructed Cache(Has a chance of 50% of dropping once defeated. Will reward a blueprint for certain Dark Zone Exclusive Named Items)
*Experience
*Credits
==NSA Stations==
Outside of either entrance to the Descent facility are NSA Stations, where agents can spend NSA Tech to purchase exclusive items, Outfits, and Sealed Caches, as well as permanent upgrades to aid them in future Loops. 
These include Reconstructed Caches, which contain Blueprints for Named Items that allow them to be crafted at any Crafting Station, and cannot be obtained elsewhere.
==Trivia== 
*Once a week, players can complete a special Project that requires them to defeat Nemesis to be awarded One Collectible Audio. However, continuing past Nemesis has a chance to award up to 3 additional audio collectibles. This only works if the weekly project for Descent hasn't been completed.
* Nemesis will always re-use a model for a previous Rogue Agent, the only difference being that the model now has a green grid texture overlayed on top of its geometry. As of Y5S2: Puppeteers, Nemesis can re-use the following Rogue Agent Models:
**Jupiter
**Shade
**Hornet
**Luna
**Kajika
**Neptune
**Mercury
**Venus
**Saturn
**Termite
**Huntsman
**Titan
**Wraith
**Dusk
**Belfry
**Viper
**Kestrel
**Magnus
**Circe
**Keener
==Gallery==
File:FutZCt6XwAAi9yj.jpg
File:IMG 3212.jpeg
File:NEMESIS corpse.png|Detail of a defeated "Nemesis" enemy. Nemesis enemies will use the models of previous Rogue Agent enemies but have a green texture overlayed on top
File:Nemesis button.png|Interactible Button on the final room before loading the Nemesis Arena
File:SHD Green.png
File:SHD Green 2.png
File:Keener.png
File:Showroom.png
File:Fireroom.png
File:Electric Room.jpg
File:Dungeon EMP Room.jpg
File:DARPA Hangar.jpg
File:Cave.jpg
File:Bunker Door Entrance.jpg
==Appearances== 
*Tom Clancy's The Division 2
Category:The Division 2
Category:Gameplay
Category:Downloadable Content in The Division 2