The Jordas Verdict

"Face your greatest Trial yet. A massive Corpus ship with signs of heavy infestation has appeared in the System, unlike anything the Tenno have encountered before. Exploring the ship will require speed and cunning as clouds of Infested spores threatens to consume anything that dares enter.

Too dangerous to approach with a landing craft, Tenno will need to deploy Archwing to find an entry point into the drifting ship. Surviving in such thickly Infested space means Tenno must move quickly, and once inside, the Lotus' warriors must find a way to endure the constant barrage of Infested spores."

The Jordas Verdict is the second Trial mission available in WARFRAME, added in This Trial is significantly more difficult and complex than the rest of the available mission types, featuring unique mechanics, special mission modifiers and obstacles not found in any other missions.

Its blueprint is available for purchase in the Market for. This Mission can be completed with a minimum of four Tenno for an additional challenge. The trial is leveled 86-88, located on Pluto and is separated into three stages, featuring Archwing and Assassination missions respectively, each with their own respective challenges and puzzles that need completion.

Access
"Jordas lied to us, he wasn't the last of his kind and now a new much larger Golem looms. Destroy this menace before it reproduces any further."

Players can access The Jordas Verdict by crafting keys from their respective blueprints. The associated keys are one-time use and are consumed if players succeed, fail or abort the mission. The blueprints are reusable.

Stage 1: Archwing Infiltration
The first stage is in Archwings, your objective is to fight your way though to the inside of the ship.

From mission start head forward to find the spore spawner. Shoot the circular yellow pads to make them briefly turn green. When all in a set turn green they activate. Spore spawn points are controlled by pairs of buttons. The spore can be moved by melee attacks, which does not damage it. Protect the spore and move it to the objective to remove the blockage.

After clearing two blockages you will reach the tunnel area. This part is timed, after spending too long in the tunnels you will be gassed. This will reset all the doors and you will be teleported back to the tunnel entrance.

Within the tunnels are several blast doors, each controlled by a number of buttons in the area leading up to them. The squad must spread out, shooting the buttons simultaneously. When you succeed at making all the buttons green at the same time, they will turn gray and the door opens. The tunnel section forms a large loop, leading back to the beginning by opening the last blast door in the ceiling of the tunnel entrance room. This allows you to move another spore from the initial spawner up through to proceed. After clearing the blockage above, find the small vent in the ceiling. Proceed straight up to yet another vent, then into a corridor with another spore spawner. Clear the blockage.

This last section involves a long straight path with hazards for the spore such as mine launchers and especially energy walls. Energy walls can be flown though harmlessly but instantly destroy the spore. Pairs of buttons to deactivate the walls are just inside each barrier, but only disable them briefly. Each must be triggered as the spore reaches it. When the final blockage is cleared, you have reached the end of the Archwing section.

Stage 2: Spores and Antiserum
For the second part of this raid players are required to have at least one crafted Antiserum Injector. Enemies here drop the Antiserum Fragments (green orbs) required to build the injector. There is an extraction point here to allow you to leave the trial if your group cannot continue; this will refund the host's key, so there is no penalty except for lost time.

Your armor integrity percentage will constantly degrade. At 0% armor you will take constant damage. Safe zones where armor does not degrade look like blue bubbles. They are created by vaporizers. Players with an Antiserum Injector can pick up injector batteries dropped by enemies, each player may carry two batteries. Using the Antiserum Injector in the gear wheel allows one battery to be consumed to restore the player's armor to 100%. Activating vaporizers consumes one battery and expands their safe zones, but they lose power over time. Each vaporizer has three levels, so vaporizers that start inactive need to be fed three batteries for full power.

To progress past the first dead end an antiserum injector is required to power up the Vaporizer which unlocks the hacking panel to open the door and progress further into the level.

In the next section, there are three vaporizers in a triangle around a central console. Each must be brought to maximum power to envelope three computers. While all three are powered, the central console may be hacked. This will be difficult without several Antiserum Injectors. When you hack the console, Lotus begins unlocking the ship for you. The hacking percentage is displayed along with an efficiency rating from low to high. Each vaporizer kept at maximum power increases the efficiency, allowing the stage to be completed faster. After the Lotus hacks the infested ship, the next door will open.

The next part includes more Blue Batteries, infested panels, and Vaporizers. Vaporizers create an anti-infestation shield that decongests the panels for hacking/use. Upon hacking panels on one side (left or right) a door will open (and lock if the panel isn't within an operating Vaporizer shield) and two switches are directly inside the door. Standing on both switches while the initial (left or right) panel is within a Vaporizer shield allows a third door to open and be hacked as well. Performing this on both the left and right sides brings you into a new room beyond this set of locked doors.

The ventilation shaft on the RIGHT SIDE doors proceeds into the next room after both panels are hacked.

This next room has an infested elevator which will move up only if Vaporizer shields are touching it from platforms scattered around and above the elevator in a circular pattern. Keeping the Vaporizer shields touching the elevator causes it to rise to the top, which overloads the reactor.

Stage 3: Golem Assassination Redux
This stage takes place in the same tile used in the Archwing portion of the Jordas Golem Assassinate mission, with a few key differences. The Golem itself, now named the J3 Jordas Golem

When you first start Part 3 of the Jordas Verdict trial, Jordas will be sitting on a charging station with his engines engaged. During this time you will not be able to damage Jordas at all until you damage it's first nerve. In order to begin that process you need to shoot the two buttons on the sides of head (one left, one right), and while its open throw a spore inside of the now open part to disengage its engines. Once the engines are disengaged allow 6 of your 8 members to go inside of Jordas through an entrance below Jordas itself while 2 remain outside and continue throwing spores into the head of Jordas to keep the engines from coming back on. Each spore lowers the engine percentage by about 35%

Once through the entrance below Jordas you will find yourself having to go through a maze/trench run through the insides of Jordas. If your Archwing loses all shields, you fail to make it and are teleported back into space. Be quick, but prioritize avoiding collisions. Shield Restores will make this much easier. Once you reach the destination you will find yourself in an area where you operate your regular warframe and now you will begin the final puzzles of this trial.

If the outside team fails and the engines recharge, or automatically each you succeed and time a nerve is destroyed, the Golem interior is purged. Run to the portal to leave the interior before the purge countdown expires. Unlike previous penalties for being too slow, this one is fatal and will cost you a revive.

Stage 3.1: First Nerve
Hacker needs to get down this hallway to get in position for the first panel to hack.

At the same time the rest of your inside team should group together and go down this hallway and down towards the bottom vape to allow your hacker currently above to proceed with the hack.

Once the first hack is done the hacker now needs to go through the door he just opened and go back through it from the opposite side to hack the second panel (The door covers both entrances so just look back at the door once you pass through it). During this time your team should still be below at the bottom vape and continue charging it.

Once the second hack is complete your hacker now should go through the door he/she came in from and take a left towards this esophage. If the vape below is still being charged you can now shoot it to activate it and then hit your X key to teleport to the next room.

The team at the bottom vape can now come up and move to the next area. At the same time your Hacker that went through the esophage can now shoot the explosive barrel next to the glass (its to the left of where he/she emerges from the esophage) allowing the the rest of the team to move to the next area.

Once in the next area make sure everyone has their Injector charges replenished as you will need it for the following two panels that needs to be hacked. First you need to charge the hidden vape that is in a corridor behind this esophage. This vape allows for the Panel on the left to be hacked and reveal a floor pad behind the door that will be used.

Before your Hacker moves on to the next area he/she should go and get two more charges. Once he has two charges he should proceed back towards the esophage that he/she passed by earlier (the one that allowed the left side panel to get hacked). Which will lead him/her into the next room. Once inside your teammate in there will need to charge the vape while another that is outside to hack the right side panel revealing another floor pad behind the door nearby.

Once both floor pads are simultaneously occupied the teammate that is still inside needs to go through the door that both floor pads just unlocked and in that room is where the first nerve is located.

Warning: You will have only 15 second to leave the inside of Jordas as soon as you kill the nerve. You or your teammate that will be killing the nerve is most likely going to die due to the fact that the exit is really far from the nerve itself.

Before you can take down the first nerve, the rest of the team should now go back towards the beginning area towards where you first entered and charge this vape Only when that vape is charged and covering the nerve through the glass will it allow your teammate to damage it. Side note: Person damaging the nerve should really give a heads up before doing it.

Once everyone is back outside Jordas will now move around and you can now attack it's backside up to 33% damage taking it down to 2/3rds of its HP. Once you have dealt all that damage to it, Jordas will find himself another charging platform and re-engage it's engines and you will have to repeat the process of throwing another spore into it's open head. Again, after 6 of your 8 members enter Jordas you will find yourself in another trench run but this time its different with more obstacles (usually this one is the one that gets most people frustrated because of the incoming stones you have to dodge once you reach mid point, aren't you glad you brought shield restores?)

Stage 3.2: Second Nerve
Once back inside you will need to get back more injector charges if you didn't have any remaining from before. Once you have two charges go towards the orange container on the right hand side (from when you first enter, the further one not the one on the left) and inside of it there will be a vape, charge it. Once that vape is charged, shoot the esophage opposite of the hack panel (you dont need to use that hack panel yet) to activate and enter it.

Once you emerge you will have to shoot the barrel inside to break the glass to allow a teammate to step on the pad in there. Once the glass is broken recharge or keep charging the vape inside the container, now you should begin the hack on the panel from before. Once the hack is done it will reveal the two floor pads.

Once those two are simultaneously occupied this entry way will open up allowing you or a teammate to bullet jump and parkour into the next room but before they or you do that make sure whoever is going up there has two charges for a vape inside. Once inside charge the vape and hack the panel next to it and now the container below will start moving on its rails leading to the next area the entire inside team will need to go. Next to the panel there is a barrel, shoot it to break the glass and exit that area.

Feed the vape that is in the container at its new location, Above it there will be a door with a panel, hack it to unlock the next area. Once the door is unlocked everyone should go to the new area together, once inside you will find immediately a vape next to a panel, further back there will be two floor pads. Between those two floor pads there is a small corridor with a panel and a door, hit X on the panel and open it to allow enemies to come through, supplying your team with fresh Injector charges. (any personnel remaining below at this point will force to spawns to remain on the floor below and hinder your progress so feel free to yell at them!)

Once that door between the two pads are open and your entire team is up there, have everyone collect two Injector charges. When every team member has two charges first charge vape that is next to the panel, once that is done go ahead and hack that panel which will send the vape to its new and required location. While keeping that first vape charged (you can continue charging it from the catwalk that is near its new location) have your teammates step on the two floor pads, another vape that you will need to charge will emerge from the ground below. Once that new vape is charged shoot the esophage above it to activate it, hit X near the vape to make the esophage eat the vape and while the first vape is still charged stand underneath the esophage and hit X to allow it to teleport you to the room containing the second nerve.

Inside that room there will be a vape you need to charge, if you went inside without any Injector charges you can just access the panel near the door behind you to unlock it and farm some more charges. Once the vape inside the room is charged, notify the rest of your team and shoot the nerve then proceed to your nearest exit (well your only exit) before you get instagibbed.

Re-emerging into space you will find Jordas beginning to fly around again, and once again shoot its rear end to damage it until it's down to 1/3rd of its HP. At that point it will move to the final charging station and you will have to throw another spore into it's head followed by another trench run.

Stage 3.3: Final Nerve
At this point you're getting on to Jordas' last nerve (pun intended, its also probably getting to your teams last nerve but hang in there!) you start by charging the vape in that container that you moved earlier. Once that vape is fully charged you will find there will be two esophages you need to shoot in order to proceed to the next area. Shoot the one inside the container that is below the vape container first (there is an opening from the top) once that one is open shoot the one at the bottom next to the bottom container. Use that outside esophage to get to the inside of that bottom container, once teleported there will be a barrel in front of you, shoot it to break the glass allowing the rest of your team to proceed to the next area down below.

After the glass inside that container is broken have your entire team go down the shaft that is now accessible and follow the path down until you see an esophage, once there, below the esophage there will be a vape, charge it. Once charged there will be a panel back above near the door that is nearby, hack it to proceed to the area above. Once above there will be another door that is locked, besides the door there is an opening, inside that opening you can see an explosive barrel, shoot it and now your entire team have to back track all the way back outside towards the beginning (Alternatively send 1 person back to the entrance) and now there will be a hole in the container that is directly next to the portal that leads towards the outside. Inside that container there is a vape and next to it there will be a panel for the door that was locked while you shot the explosive barrel through the opening. Once that door is open you now have quick access to the bottom vape and esophage.

Inside that container to the left, you will find two floor pads and from here there's two options to getting inside the room where the final nerve lies.

A) The Legit Way : Have your inside team ignore the pads and instead charge two separate vapes, one is where you hacked a panel to get the container during the second nerve. The second vape is just back down from where you just came. Coordinate your team to charge those two esophages at the same time and at once shoot [this esophage] and take it towards the room where the final nerve is located. Once your team is ready shoot the last nerve of Jordas and proceed to exit through the gift shop.

B) The Shady, I'm not so sure if this is a glitch or not way : Have one of your teammates stand on the pad #1 while you stand on pad #2 and then you bullet jump through the lasers while your teammate stays perfectly still on the pad like a statue. Make sure no one else is standing on pad #2 or this won't work as it requires the door to close as you lift off the pad. If performed correctly you will be inside the room of the final nerve without having to do all that pesky coordination stuff and just simply charge the vape, shoot the nerve and proceed back out into space.

Shoot Jordas in the butt, ???, profit.

Rewards
The rewards for completion of the trial are as follows:


 * AnArcane Enhancement
 * Jordas Sekhara badge - Upon first completion of Trial.

Tips

 * General
 * Coordination and teamwork is key. Make use of the leader mechanic and appoint someone as one, preferably those with experience with said particular raid.
 * Golem Assassination Redux
 * Be quick, but prioritize avoiding collisions when trench running inside J3-Golem. For inexperienced players, taking a stronger and stabler archwings such as Elytron and Odonata may be the best course of choice as it allows multiple mistakes to be made. Using Itzal to trench run is not recommended as its flight speed is particularly difficult to control and its durability among the weakest, requiring a close to perfect run to pass the course.
 * Wield your melee and block throughout the trench run to reduce collision damage and to grant protection towards knockdown effect.
 * Shield Restores will make this much easier.

Bugs

 * When destroying nerve B the Esophage may become bugged and refuse to move the Antiserum Generator.
 * When feeding spores to the Jordas Golem, you may become trapped in an endless cycle of knock downs if you go too close to the mouth when Jordas is attacking you.