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'''Root of Nightmares''' is a [[Raid]] in Destiny 2, released in the ''[[Lightfall]]'' expansion on March 10, 2023.
'''Root of Nightmares''' is a [[Raid]] in Destiny 2, released in the ''[[Lightfall]]'' expansion on March 10, 2023.


In the aftermath of [[The Traveler|the Traveler]]'s attack on [[The Witness|the Witness]], a sinister threat haunts the citizens of [[Neomuna]] in their dreams. [[Guardian]]s must board the Witness's terraformed [[Essence|Pyramid]] ship and confront the [[Nezarec, Final God of Pain|ancient enemy]] growing within; reviving his form with the powers of both [[Light]] and [[Darkness]] and putting his nightmares at an end.
In the aftermath of [[The Traveler|the Traveler]]'s attack on [[The Witness|the Witness]], [[Guardian]]s must confront the imminent return of an [[Nezarec, Final God of Pain|ancient enemy]] within its [[Essence|Pyramid]] ship; reviving from the roots of a newly terraformed [[Tree of Silver Wings (Essence)|Tree of Silver Wings]] with the powers of both [[Light]] and [[Darkness]] as his psychic presence torments the citizens of [[Neomuna]] in their dreams.


==Objectives==
==Objectives==
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Next up for the second encounter is a repeat of the first, this time with a new element thrown into the mix. As before, '''Field of Light''' is obtainable from shooting a floating seed above a white ripple-like flooring. To contrast this, a '''Flux of Darkness''' buff is obtainable from a dark seed floating above a yellow/orange ripple-like flooring that also lasts for 20 seconds. The arena is split into two sections made up of three separate floors, divided by a huge chasm, with the fireteam starting on the bottom floor. Split your fireteam up evenly on the left and right, nominate a runner for each side, and prepare to create chains between the Dark and Light seeds, as per their specific alignment. Your fireteam will have a time limit to complete the Dark and Light chains on each floor, indicated by the '''Imminent Expulsion''' timer on your HUD. Failure to complete them within the time limit will cause the walls to push everyone off the floors, into the chasm.
Next up for the second encounter is a repeat of the first, this time with a new element thrown into the mix. As before, '''Field of Light''' is obtainable from shooting a floating seed above a white ripple-like flooring. To contrast this, a '''Flux of Darkness''' buff is obtainable from a dark seed floating above a yellow/orange ripple-like flooring that also lasts for 20 seconds. The arena is split into two sections made up of three separate floors, divided by a huge chasm, with the fireteam starting on the bottom floor. Split your fireteam up evenly on the left and right, nominate a runner for each side, and prepare to create chains between the Dark and Light seeds, as per their specific alignment. Your fireteam will have a time limit to complete the Dark and Light chains on each floor, indicated by the '''Imminent Expulsion''' timer on your HUD. Failure to complete them within the time limit will cause the walls to push everyone off the floors, into the chasm.


As these chains will require crossing the impossible-to-jump chasm, Guardians will need to utilize launchers located along the edges. In front of each launcher, there exists a small Pyramid switch. Upon being shot, the launcher will strike the Guardian and send them rocketing across the gap. Due to the nature of physics in the game, Guardians will need to make sure they are touching the launcher itself before shooting the switch. Without doing this, the launcher can fall short of providing the impetus needed to help cross the gap.
As these chains will require crossing the impossible-to-jump chasm, Guardians will need to utilize launchers located along the edges. In front of each plunger, there exists a small Pyramid switch. Upon being shot, the launcher will strike the Guardian and send them rocketing across the gap. Due to the nature of physics in the game, Guardians will need to make sure they are touching the launcher itself before shooting the switch. Without doing this, the plunger can fall short of providing the impetus needed to help cross the gap.


As runners perform their task of chaining the Light and Dark seeds to each other respectively, the other Guardians will need to deal with waves of Cabal. Occasionally, special Cabal units will spawn that are surrounded by a Light ([[Redolence of Splendor]]) or Dark ([[Redolence of Decay]]) aura. These units can only be damaged while under the influence of a '''Field of Light''' or '''Flux of Darkness''' buff respectively. When a runner refreshes their buff at a seed, Guardians not partaking in running should stand within the aura to obtain their sides' respective buff, so they can deal with these special units. Towards the end of the chain, a Barrier Colossus will spawn, so Guardians should prepare to deal with this using Anti-Barrier abilities or weaponry.
As runners perform their task of chaining the Light and Dark seeds to each other respectively, the other Guardians will need to deal with waves of Cabal. Occasionally, special Cabal units will spawn that are surrounded by a Light ([[Redolence of Splendor]]) or Dark ([[Redolence of Decay]]) aura. These units can only be damaged while under the influence of a '''Field of Light''' or '''Flux of Darkness''' buff respectively. When a runner refreshes their buff at a seed, Guardians not partaking in running should stand within the aura to obtain their sides' respective buff, so they can deal with these special units. Towards the end of the chain, a Barrier Colossus will spawn, so Guardians should prepare to deal with this using Anti-Barrier abilities or weaponry.
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With an alignment performed, Zo'aurc will return to their initial position, and hop down to the lower level of the arena to begin the damage phase. Depending upon the aura emitted by Zo'aurc, Guardians must touch a plate matching the aura to be able to damage Zo'aurc. The plate glowing light gives them '''Field of Light''' while the plate glowing dark gives them '''Flux of Darkness'''. There is no necessity to stand on the plate to deal damage, just to have touched it, so Guardians can move around and damage at will from any position. Once a short time has passed, Zo`aurc will power up a twister of flame and send it towards the fireteam, changing their shield alignment, meaning Guardians must go to a plate with the opposite one they have started DPS with, and begin damaging him again. Once all three plates have been exhausted, Zo'aurc will become immune to damage and the fight repeats.
With an alignment performed, Zo'aurc will return to their initial position, and hop down to the lower level of the arena to begin the damage phase. Depending upon the aura emitted by Zo'aurc, Guardians must touch a plate matching the aura to be able to damage Zo'aurc. The plate glowing light gives them '''Field of Light''' while the plate glowing dark gives them '''Flux of Darkness'''. There is no necessity to stand on the plate to deal damage, just to have touched it, so Guardians can move around and damage at will from any position. Once a short time has passed, Zo`aurc will power up a twister of flame and send it towards the fireteam, changing their shield alignment, meaning Guardians must go to a plate with the opposite one they have started DPS with, and begin damaging him again. Once all three plates have been exhausted, Zo'aurc will become immune to damage and the fight repeats.


Once Zo’aurc reaches final stand, or if Zo'aurc becomes enraged, he will initiate a nonstop damage phase, Guardians will have to match shield alignment in the same way using the central three plates and will have a certain amount of time to defeat the boss before the planets collide and kill the entire team. After completing this encounter, players must complete a '''Field of Light''' and a '''Flux of Darkness''' chain to open another root to allow them to traverse to the final encounter, but where the seeds end at is inverted from where they ended during the traversal to the third encounter.
Once Zo’aurc reaches final stand, or if Zo'aurc becomes enraged, he will initiate a nonstop damage phase, Guardians will have to match shield alignment in the same way using the central three plates and will have a certain amount of time to defeat the boss before the planets collide and kill the entire team. After completing this encounter, players must complete a '''Field of Light''' and a '''Flux of Darkness''' to open another root to allow them to traverse to the final encounter, but where the sends end at is inverted from where they ended during the traversal to the third encounter.


===Nezarec===
===Nezarec===
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To open up Nezarec to damage, the team must link two sequences of Light and Dark seeds on the left and right sides of the arena respectively. Starting close to where the team enters this area are the first two usable seeds, highlighted by an aura surrounding them. Shooting this while inside the area of effect will grant the same buff as in previous parts of the raid. Similarly, a faint trail of Light or Dark will emanate from the shot seed, pointing to another which has just spawned and must be shot to create the link. Once linked, another aura will appear around a completed seed, and a Guardian must shoot this, obtain the buff, then travel to the next indicated seed to shoot it, and so on and so forth.
To open up Nezarec to damage, the team must link two sequences of Light and Dark seeds on the left and right sides of the arena respectively. Starting close to where the team enters this area are the first two usable seeds, highlighted by an aura surrounding them. Shooting this while inside the area of effect will grant the same buff as in previous parts of the raid. Similarly, a faint trail of Light or Dark will emanate from the shot seed, pointing to another which has just spawned and must be shot to create the link. Once linked, another aura will appear around a completed seed, and a Guardian must shoot this, obtain the buff, then travel to the next indicated seed to shoot it, and so on and so forth.


While this is being performed, many enemies will spawn in the arena. Colossi, War Beasts, and Legionaries will appear in waves to tarry the team. Also, Nezarec himself will not sit idle, performing attacks similar to Tormentors. He will periodically throw Abyssal Cleaves at targets close to them, or spawn a floating pool of Void energy that will cast many of the same Abyssal Cleaves as it travels around the arena. Once enough time has passed, Nezarec will inflict one random player a debuff called '''Nezarec's Hatred''', which spawns a Psionic Blast beneath Guardians, which will blast them upwards after a set period of time, dealing damage. This will continue until Nezarec's chest weak point is broken. Once broken, Nezarec will jump down from his perch and begin chasing the Guardian who broke his chest, performing further Tormentor-like attacks, such as the Void suppression dive kick they are known for. The hunted Guardian will eventually lose the attention of Nezarec, then pick a new target and start to chase them, but it can be regained by once more breaking his chest.
While this is being performed, many enemies will spawn in the arena. Colossi, War Beasts, and Legionaries will appear in waves to tarry the team. Also, Nezarec themselves will not sit idle, performing attacks similar to Tormentors. They will periodically throw Abyssal Cleaves at targets close to them, or spawn a floating pool of Void energy that will cast many of the same Abyssal Cleaves as it travels around the arena. Once enough time has passed, Nezarec will inflict one random player a debuff called '''Nezarec's Hatred''', which spawns a Psionic Blast beneath Guardians, which will blast them upwards after a set period of time, dealing damage. This will continue until Nezarec's chest weak point is broken. Once broken, Nezarec will jump down from their perch and begin chasing the Guardian who broke their chest, performing further Tormentor-like attacks, such as the Void suppression dive kick they are known for. The hunted Guardian will eventually lose the attention of Nezarec, then pick a new target and start to chase them, but it can be regained by once more breaking their chest.


The timer for the fight that determines failure or success revolves around a type of Overwhelming Energy Nezarec will begin casting, wherein he begin to exhibit a strong white glow on his back. Once enough time has passed, Nezarec will unleash a pulse of Overwhelming Darkness or Overwhelming Light, wiping the entire team if they are not sufficiently protected with a refuge buff. Similar to the platforming section before Macrocosm, Guardians must create a refuge of Light or Darkness, matching the type of Overwhelming Energy Nezarec will cast. To determine this wipe type, the shoulder weak points of Nezarec must be broken. Once both are broken, Nezarec will display a Light or Darkness colored tattoo across his body for a brief amount of time, matching the type of refuge they will need to create. Shoot an inactive seed while holding the opposite paracausal affinity, similar to the pre-Macrocosm relay platforming, to create a field that will grant a 14-second buff that protects against being killed by Nezarec's wipe mechanic. This can be done by first shooting an active Light seed to obtain the '''Field of Light''', then an inactive Darkness seed to create the '''Darkness's Refuge''' buff; or by first shooting an active Darkness seed to obtain the '''Flux of Darkness''', then an inactive Light seed to create the '''Light's Refuge''' buff. Be careful not to shoot an active seed that currently holds an aura field around it, as doing so will not create a refuge. Instead, it will provide the '''Field of Light''' or '''Flux of Darkness''' buff instead. The refuge buff can be refreshed repeatedly by getting close to the seed once the refuge has been created, and the refuge will stay until Nezarec casts the wipe mechanic.
The timer for the fight that determines failure or success revolves around a spell Nezarec will begin casting, wherein they begin to exhibit a strong white glow. Once enough time has passed, Nezarec will unleash a pulse of Overwhelming Energy or Overwhelming Light, wiping the entire team if they are not sufficiently protected. Similar to the platforming section before Macrocosm, Guardians must create a refuge of Light or Darkness, matching the spell Nezarec will cast. To determine this spell type, the shoulder weak points of Nezarec must be broken. Once both are broken, Nezarec will display a Light or Darkness colored tattoo across his body for a brief amount of time, matching the spell they will prepare. Shoot the matching seed while holding the opposite paracausal affinity, similar to the pre-Macrocosm relay platforming, to create a field that will grant a 14-second buff that protects against being killed by Nezarec's spell. This can be done by first shooting an active Light seed to obtain the '''Field of Light''', then an inactive Darkness seed to create the '''Darkness's Refuge''' buff; or by first shooting an active Darkness seed to obtain the '''Flux of Darkness''', then an inactive Light seed to create the '''Light's Refuge''' buff. Be careful not to shoot an active seed that currently holds an aura field around it, as doing so will not create a refuge. Instead, it will provide the '''Field of Light''' or '''Flux of Darkness''' buff instead. The protection buff can be refreshed repeatedly by getting close to the seed once the refuge has been created, and the refuge will stay until Nezarec casts the spell.


Once a side has fully linked their seeds, large pulses of energy will go off from them in sequence, indicating success. Once both sides have been completed, Nezarec will shortly become vulnerable, indicated by a blast of light striking him. During this vulnerable phase, Nezarec will display some new attacks, such as the ability to perform a teleport into a slam, a slam that spawns large spinning Void projectiles across the ground, mixed in with his regular Void slashes. As they are not inactive during the damage phase, it is advised to locate the team on the final seed spot on either the Light or Darkness sides, as Nezarec will be unable to teleport behind the group, ensuring that sight won't be lost during the short damage phase.
Once a side has fully linked their seeds, large pulses of energy will go off from them in sequence, indicating success. Once both sides have been completed, Nezarec will shortly become vulnerable, indicated by a blast of light striking them. During this vulnerable phase, Nezarec will display some new attacks, such as the ability to perform a teleport into a slam, a slam that spawns large spinning Void projectiles across the ground, mixed in with their regular Void slashes. As they are not inactive during the damage phase, it is advised to locate the team on the final seed spot on either the Light or Darkness sides, as Nezarec will be unable to teleport behind the group, ensuring that sight won't be lost during the short damage phase.


As Nezarec becomes immune, he will prepare a slam attack which will suppress any Guardian caught in the vicinity. This is the fireteams cue to return to their initial starting positions, from whence the fight repeats itself.
As Nezarec becomes immune, they will prepare a slam attack which will suppress any Guardian caught in the vicinity. This is the fireteams cue to return to their initial starting positions, from whence the fight repeats itself.


If Nezarec's health is depleted enough to reach Final Stand, Nezarec will roar, displaying more Resonant energy coursing through his body, turning black. Now it remains a race to deplete Nezarec's health before he begins to prepare another Overwhelming Energy blast that will wipe the fireteam.
If Nezarec's health is depleted enough to reach Final Stand, Nezarec will roar, displaying more Resonant energy coursing through their body, turning black. Now it remains a race to deplete Nezarec's health before they prepare another Overwhelming Energy blast that will annihilate the fireteam.


===Secret Deepsight Puzzle===
===Secret Deepsight Puzzle===
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==Transcript==
==Transcript==
{{verbatim}}
===Raid===
'''''Mission Starts'''''
'''''Mission Starts'''''
*'''[[Nezarec, Final God of Pain|Nezarec]]''': [Laughs Ominously]
*'''[[Nezarec, Final God of Pain|Nezarec]]''': [Laughs Ominously]
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'''''After a hectic battle with Nezarec and turning the Light and Dark against him, the fireteam vanquishes Nezarec.'''''
'''''After a hectic battle with Nezarec and turning the Light and Dark against him, the fireteam vanquishes Nezarec.'''''
*'''Nezarec''': My memory will never extinguish. In your calmest moments, your deepest slumber... you will remember me, Guardians.
*'''Nezarec''': My memory will never extinguish. In your calmest moments, your deepest slumber... you will remember me, Guardians.
 
===Post-Raid Completion===
===Post-Raid Cinematic===
'''[https://www.youtube.com/watch?v=w_h8sTCHAwU&list=PLS2hBTtCDufTbzwdhP6Lm9XB55g9L_L5E&index=19 {Cutscene}]'''
'''[https://www.youtube.com/watch?v=w_h8sTCHAwU&list=PLS2hBTtCDufTbzwdhP6Lm9XB55g9L_L5E&index=19 {Cutscene}]'''


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''The scene fades to black and ends''
''The scene fades to black and ends''


===Post-Raid Content===
'''''Following the cutscene, players can interact with the terminal in the [[Hall of Heroes]] and get the following dialogue.'''''
'''''Following the cutscene, players can interact with the terminal in the [[Hall of Heroes]] and get the following dialogue.'''''


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