Like The Witch Queen, Lightall features two different experiences for the campaign:
Normal Mode: Your traditional campaign mode. Expect your usual mission combat.
Legendary Mode: The Power Level between you and your enemies are scaled, and there are limited revives and modifiers to make this a challenging experience. Earn additional rewards, XP and bonus rewards after completing the campaign. Difficulty is also adjusted based on fireteam size.
Vendor: Nimbus
The Rookie Cloudstrider Nimbus is the planetary vendor for Neomuna
Earn reputation by looting chests and materials, completing bounties and completing various activities on Neomuna such as patrols, missions, public events and Lost Sectors!
As you level up with Nimbus, you will also unlock a variety of rewards, ranging from armour, weapons, shaders, and more!
NOTE: Some rewards require campaign progress!
When exploring Neomuna, pick up bounties! Regular bounties reward 25 reputation!
The Bluejay Quest will unlock the Partition Mission.
To access this Weekly Mission, you must complete the ‘Vex Incursion Countermeasures’ Weekly Bounty offered by Nimbus
How to Complete Partition: Hard Reset
Complete the Timed-Sparrow Track while avoiding obstacles and enemy fire.
Progressing through track sections and defeating enemies will extend the timer!
Driving over the glowing arrows will provide speed boosts.
Use your brakes when needed when turning tight corners.
At the end of each timed-sparrow track, there is a platform of enemies that you must push through and dismantle the explosive device.
Defeating enemies will give you more time to safely dismantle the explosive device.
Once you’ve completed the Sparrow Track and Platform sections, you’ll fight the boss.
At certain health points, the boss will go immune and you will have to complete a smaller Timed-Sparrow track and dismantle the explosive device at the end.
This is the introductory quest for the Hall of Heroes, obtained after completing the Lightfall campaign.
The quest will task you with visiting 8 consoles with audio messages within the Hall of Heroes, and visiting/scanning damaged memorials.
Completing this quest will unlock the Quest, ‘Stargazer.’
Each quest will provide a Powerful Reward upon completion.
Quest: Stargazer
Loot the Terminal Overload reward chest at the end of the activity.
Defeat the Vex Hydra in Esi Terminal to obtain a high-security passcode.
Obtain a Terminal Overload Key by completing public events, looting chests, or completing patrols.
Use a key to open a Terminal Overload Key Chest.
Return to the Hall of Heroes to repair Stargazer’s memorial.
Return to Quinn to discuss the next steps.
This will unlock the next quest, Maelstrom.
Quest: Maelstrom
Bond with Strand sources, and participate in public events, patrols, and loot resources, all within the Vex Incursion Zone.
Equip a Ghost mod that can detect chests, materials or both!
Completing Heroic Public Events will earn you the most progress.
Kill and Collect Patrols are the easiest patrols to complete.
Complete the Lost Sector within the Vex Incursion Zone.
Return to the Hall of Heroes to repair Maelstrom’s memorial.
Return to Quinn to discuss the next steps.
This will unlock the next quest, Bluejay.
Quest: Bluejay
Visit Nimbus.
Defeat combatants in the current Vex Incursion Zone with a Strand subclass equipped to obtain Shellcode Fragments, and open a Terminal Overload Key Chest to obtain a Polymorphic Engine.
Exotic Quest: Unfinished Business (Deterministic Chaos)
Rewards ‘Deterministic Chaos‘ Void Machine Gun
Steps
Visit the Hall of Heros on Neomuna. This quest will open up that area at the top of the map.
After watching the cutscene, visit Nimbus to find out why they left Rohan’s induction ceremony early.
Collect cipher qubits from the Vex and use them to extract Rohan’s data from Cloud Accretions in Neomuna.
Locate the final data packet in Maya’s Retreat.
Survive the Vex attack in Maya’s Retreat and recover the data packet from their Conflux.
Regroup with Nimbus and Osiris in Radiosonde to find out what was in Rohan’s notes.
Retrieve a Vex compass from the Lost Sector in Liming Harbor.
Create chaos in Ahimsa Park to draw Shadow Legion forces away from Calus’s ship. The more you use your abilities to defeat combatants, the more mayhem you create.
The passkey’s other component is a Seed of Silver Wings. One can be found in Calus’s trove deep within the Typhon Imperator.
Return to Nimbus in Striders’ Gate to build a passkey.
Complete the mission “What Remains.”
Bring the Conceptual Mind’s memory core to Nimbus in Striders’ Gate.
Go to the Hall of Heroes to honour those who cut their years short for the sake of humanity.
Once you’ve completed the Lightfall campaign, you will gain access to the Hall of Heroes, a sanctuary of sorts that honours fallen Cloudstriders.
The Hall of Heroes is located north of Nimbus; a transmat landing zone will become available as you rank up with Nimbus!
The leading vendor for this area on Neomuna is the archivist, ‘Quinn Laghari,’ who will provide you with a tour, some lore, and quests for you to complete.
Terminal Overload is a brand-new public activity featured on Neomuna
This activity rotates between locations daily.
You can either travel to the area featuring the daily Terminal Overload or select the available node on the map to load you directly at that location.
Tip: If you don’t find anyone after travelling to the Terminal Overload location, you can re-select the node to launch you into a different server!
Rewards
There are certain weapons that can only be obtained by completing the Terminal Overload activity and opening the additional chest by using the Terminal Overload key (or a random, rare Focused Kill Patrol).
Terminal Overload keys can be acquired by completing activities or the daily Terminal Overload bounty.
Each Terminal Overload will have its own featured weapon, rotating amongst 3 different weapons.
CLICK THE IMAGE TO VIEW BEST TERMINAL OVERLOAD WEAPON PERKS!
The Root of Nightmares is located within the Pyramid Ship that the Traveler attacked with a beam of powerful Light during the events of Lightfall.
What inadvertently happened was the Traveler awakening Nezarec, a powerful dark force of nature.
Nezarec’s influence was so great that it even impacted the citizens in Neomuna’s digital city, the Cloud Ark, causing nightmares and cursed visions.
Note:Raids are endgame activities. Use communication and of course – be patient!
Encounters: General Information & Mechanics
There are 4 main encounters during this raid
Click on the collapsed sections below to learn more about each encounter!
For more details, please refer to the raid guide videos provided in this section.
Cataclysm
General Information
The objective of this encounter is to introduce Guardians to the primary mechanic for the raid, which is to connect a series of nodes together.
1 − Two players collect the ‘Field of Light’ buff from the starting node and work together to complete the network.
2 − The remaining players focus on add-clear, focusing on Psions and Tormentors.
Key Mechanics
Sweeping Terror: A 33-second debuff that wipes the team when it hits zero.
This can be extended by defeating Tormentors, which will appear after defeating two Psions encased in a bubble-like aura.
Nodes: A series of nodes that must be connected by shooting a node while holding the Field of Light buff. An activated node points to the next one in sequence. A complete set temporarily halts the Sweeping Terror debuff.
Field of Light: A 15-second buff acquired by shooting the glowing node/one with the aura.
Hitting the next node in sequence while holding the buff activates the node while also consuming the buff.
Disruption: Players lose the Field of Light buff and must recollect it.
This occurs when the aura node is activated if the next node has not been activated and someone has the buff outside of the aura.
Scission
General Information
Similar to Cataclysm, the goal is to connect nodes, except this time doing so on multiple levels.
1 − Collect the Field of Light or Flux of Darkness and cross to the other side and activate the node.
2 − Cross back to the starting side and activate the next node, repeat until all nodes on a level are connected.
3 − Use the piston at the end to reach the next floor and repeat the process.
Key Mechanics
Field of Light / Flux of Darkness: A 15 seconds buff that allows a player to activate the next node.
Buff is acquired by standing within the glowing aura and shooting the node.
Shooting the next node in the sequence consumes this buff.
The buff also allows players to damage the Redolence of Splendor enemies.
Buffs cannot activate a node of the opposite colour.
Node: A series of nodes that are activated by shooting it while standing on its plate while also having a Field of Light or Flux of Darkness buff.
Activating a node consumes the Field of Light / Flux of Darkness buff.
Imminent Expulsion: A timer that will wipe the team.
NOTE: The Timer disappears when both networks are completed.
Redolence of Splendor: Unique enemies that can only be damaged when a player has the Field of Light / Flux of Darkness buff.
Pistons: Used to cross the gap by shooting the shard to activate the piston.
The piston at the end of a level activates once its network is built.
Caution to Warlocks: This mechanic may not fully lift you; ensure you boost yourself as you are being moved to the other section; alternatively, have a sword with eager edge!
Disruption: Removes the Field of Light / Flux of Darkness buffs.
Occurs when an aura node is shot when a player with the buff is moving to activate the next node in the network.
Macrocosm, Zo'Aurc, Explicator of Planets
General Information
A completely different mechanic than the other two encounters.
The goal of this encounter is to move the light and dark planets so that one side is all light and one side is all dark. Then, grabbing three planets and taking them to the middle for a damage phase.
1 − Defeat Honored Centurions to spawn Terrestrial Lieutenants, and defeating them grants Planetary Insight.
2 − Guardians must call out the odd one-out planets and take them to the opposite side of the room. (left all Light, right all Darkness)
3− Defeat enemies, defeat Lieutenants, and call out three planet colours in the middle.
4 − Collect planets and deposit them into the correct positions.
5 − Deal damage to the boss while standing below planets that correspond to its shield.
Key Mechanics
Planetary Insight: Ability to see the planet’s colour, either Light or Darkness.
Acquired by defeating Terrestrial Lieutenants.
Planetary Attunement/Alignment: On-screen text when standing below a planet.
Attunement is when grabbing a planet.
Alignment is when you’re delivering a planet.
Planetary Affinity: Holding a planet as you take it to another location.
Planetary Shift: The time you have to place a planet in another location.
Field of Light / Flux of Darkness: A 7-second buff that grants bonus damage to the boss.
Acquired by standing below the planets.
Shard: Shoot to speed up the processes of the encounter.
If all planets are inserted, shoot it to move to the indexing phase.
If you miss a planet, shoot it to move to the Centurion/Lieutenant phase.
Nezarec, Final God of Pain
General Information
The objective of the final encounter is to create two connections of nodes, one full connection on the left and one on the right.
This is the Field of Light and Flux of Darkness nodes as seen in the first two encounters.
Once both are made, a damage phase will begin!
Note that when players are attempting to establish the connection of nodes, Nezarec must be stunned by shooting his chest; if players fail to stun him, he will perform a team wipe.
For this encounter, it is recommended to have the following tasks sorted by the team:
One player establishing the Field of Light connection
One player establishing the Flux of Darkness connection
Two or Three players on add-clearing duty
One or Two players focusing on Nezarec’s weak points (shooting his chest) and also clear any adds when possible.
Key Mechanics
Field of Light / Flux of Darkness: A 15 seconds buff that allows a player to activate the next node.
Buff is acquired by standing within the glowing aura and shooting the node.
Shooting the next node in the sequence consumes this buff.
Disruption: Players lose the Field of Light buff and must recollect it.
This occurs when the aura node is activated if the next node has not been activated and someone has the buff outside of the aura.
Refuge: As you continue to do damage phases, the window of opportunity to stun Nezarec becomes shorter and shorter.
At this point, players will establish a Refuge, which can be done by keeping an eye on the colour of Nezarec’s shoulder when stunned:
If dark, you need a Darkness’s Refuge; take a Field of Light buff to a Flux of Darkness node.
If light, you need a Light’s Refuge; take a Flux of Darkness buff to a Field of Light node.
Doing so will create a safety zone that emits an aura that lasts for 15 seconds which will protect you from Nezarec’s wipe mechanic.
Note that this aura doesn’t protect you from attacks!
Final Stand: Once you get Nezarec’s health down to near diminished, Nezarec will go into the Final Stand.
At this point, the only objective is to unleash everything you have on Nezarec until he’s destroyed.
Raid Loot
RUFUS'S FURY
MYKEL'S REVERENCE
NESSA'S OBLATION
ACASIA'S DEJECTION
KORAXIS'S DISTRESS
BRIAR'S CONTEMPT
Seal: Dream Warrior
Players can earn the Dream Warrior Seal by completing various triumphs from the raid.
Earning these triumphs will require a fireteam, and many triumphs require team coordination.