Destiny 2 hướng dẫn đi raid levi

Destiny 2's Lightfall expansion offers not only a new Campaign and the return of Legendary mode, but the debut of a new Lightfall Raid: Root of Nightmares. Journey into a ship stranded in space, and discover an ancient evil lurking within. On this page of IGN's Destiny 2 wiki guide, find a complete Root of Nightmares raid guide and walkthrough.

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How to Start the Root of Nightmares Raid

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"Ferried from an unknown time and place, a haunting presence has been detected. We must now confront the ancient threat growing at our doorstep."

You can find the Root of Nightmares raid on the Neomuna map. To access the Destiny 2 Lightfall Raid, you must own either the Destiny 2 Lightfall Standard Edition or Destiny 2 Lightfall + Annual Pass Edition of the new expansion.

The recommended power level for the raid is 1770, and although you can attempt it without a full fireteam, it's a challenging endgame activity that calls for six Guardians.

Opening and Deepsight Resonance Puzzle

After launching into the raid, push forward through the puddle in front of you and take the path on your left. There are a few Cabal enemies dotted along the path forward, showing you the direction to take toward the first encounter.

Guaranteed Deepsight Resonance: Before following them, keep left to find three seeds behind a building. These seeds correspond to a puzzle throughout the raid that guarantees a Deepsight Resonance weapon once you beat the final boss. From left to right, note if the seeds are Light or Dark and the order they're in.

Continue forward through the opening bits of the raid, using the Cabal enemies as a guide. You'll emerge on a iridescent platform that heads up to the first encounter.

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Deepsight Resonance Puzzle

1: Before following it, turn around and jump through the rubble behind you to decend into a hidden room. This is where you'll find the first of three puzzles you need to complete for a guaranteed Deepsight Resonance weapon. Shoot the node that corresponds to the first seed you found at the beginning of the raid and connect it to the node it's pointing at. If done correctly, you will see "Your Actions Take Root" in bottom left corner. If you shoot the wrong node, which locks you out of the puzzle for that attempt of the raid, you will see "Your Spoils Suffer Irreparable Damage."

Head out and up the path to get to the first encounter of the raid, Cataclysm.

Cataclysm

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The first major encounter of Root of Nightmares is Cataclysm, which tasks you with connecting nodes throughout a large map. At the beginning of the encounter, you'll see a glowing aura. Standing inside and shooting will give you the Field of Light buff for 20 seconds. A line will come out of the aura, which you need to follow to another node and shoot while you have the buff. Return to the original node and repeat the process to complete a relay.

That's simple enough, but the Sweeping Terror debuff will be active at the same time, which will wipe your team after 35 seconds. To extend this timer, find two Scions around the room floating in a bubble and defeat them with a melee attack. This will spawn a Tormenter on either the left or right side of the room (it's random), and defeating the Tormenter will extend your timer. When the Tormenter spawns, a Barrier champion will spawn on the opposite side of the room.

The easiest way to tackle this encounter is to have one player strictly running the nodes while the other five clear out enemies, tackle Scions when they spawn, and take down the Tormenter as fast as possible. After completing a relay, the Sweeping Terror buff will go away, giving you a few seconds to clear out enemies while you prepare for the next wave. There are four waves in total, with the Tormenter, Scion, and node points moving further down the map with each wave.

It's important to take down the Tormenter as fast as possible to extend your timer. The best way to do this is by breaking one of the shoulders on the Tormenter and using a combination of Divinity and Izanagi's Burden to quickly deal a lot of damage. You can also use a machine gun such as Retrofit Escapade or Corrective Measure to deal high critical damage quickly.

Otherwise, this encounter is just a matter of clearly out enemies quickly and staying alive. Weapons like Forbearance are good for clearing out large groups of enemies, and Warlocks running the Well of Radiance Super are great for keeping the team alive. Roaming Supers like the Titan's Hammer of Sol are also good options for clearing out enemies.

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Once you finish the final wave, the loot chest will spawn in the back right of the room. Pick up your spoils and jump down to the bridge behind the chest to continue to the next encounter. There's a short jumping puzzle here that introduces launch pads. Stand on the platform and shoot the darkness node in front of the launch pad to shoot forward.

There are a few Cabal enemies along the way, but make your way through the platforming section to reach the next encounter of the raid, Scission.

Secret Chest

1: At the end of the platforming section, you need to follow an iridescent path to the left. While you're on the platform, Scions will be sniping you from an open door on your right. Jump through this door to find the first secret chest. You'll need to defeat a small group of enemies and a Tormenter to reach it.

Scission

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The second encounter expands on the mechanic introduced in the first. This time, however, there are Light nodes and Dark nodes. The Light node still grants Field of Light, but the Dark node grants Flux of Darkness on the same 20 second timer.

Split your team into two groups of three. One players on each side will be a runner, while the other two will defeat enemies. The runners will crisscross the arena with their buff to connect nodes in a relay, using the launchpad to quickly get across. Each time the runner refreshes their buff, the other two team members should stand in the aura, as well. This will grant them the same buff, which allows them to defeat immune enemies on their side of the arena.

As you push forward, the aura where you refresh your buff will push forward, as well. It's very important for the runner to keep track of the node where they'll be refreshing their buff, as well as the order they've shot their buffs in. Going backwards on the relay will cause your nodes to despawn for about 20 seconds.

Continue down each side until you reach the end of your relay. This will spawn a mini-boss that you can only damage if you have the buff on your respective side. Stand in the aura and wait until you see "The Interlopers Block Your Ascent" in the bottom left. Then, both sides should shoot their buff at the same time to take down the mini-boss. If you don't shoot the nodes at the same time, or you shoot one before the text pops up, you can softlock the encounter and force a wipe. After you see "Energy Beckons You Upward" in the bottom left, use the launchpad at the end of the floor to reach the next level.

There are three levels in total, and the second two play out identically to the first, just with slightly different node locations. Speed is critical here, as you only have two minutes to clear each floor of the encounter. The runners should ignore enemies if possible and complete their relay as fast as they can. It's on the other two members of their team to handle enemies to keep the runners moving quickly. Again, weapons like Forbearance are great, as well as Exotics like Osteo Striga and Outbreak Perfected. The Guardians clearing enemies should also have an Anti-Barrier option equipped; at the end of each floor, a Barrer Champion spawns.

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After the encounter is done, continue through the central path to reach the jumping puzzle. There's a small puzzle here, where you need to connect a short Light and Dark relay to unlock the path forward. Just as the first two encounters, shoot the node to gain either the Field of Light or Flux of Darkness buff and following the line out of the node to connect the next one in the relay.

Jumping Puzzle

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Unlike most jumping puzzles in Destiny 2, Root of Nightmares' isn't a pure platforming challenge. Instead, you need to be mindful of an ongoing wipe mechanic to keep yourself and your team safe throughout the encounter.

After breaking out of the second encounter, you'll come upon another Field of Light zone. Shoot it to get the buff and jump down to the Dark zone directly below. Shoot it while you have the buff to create a Darkness' Refuge pool. This will make you immune to the wipe mechanic, which shoots out and kills anyone without the Refuge buff about every 45 seconds.

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The path forward here is noted by the Light and Dark zones you can see, and the goal to jump between them while avoiding the wipe mechanic. While standing in the pool, you are safe until the wipe mechanic shoots out, at which point your immunity will start counting down. If you leave the pool early, your immunity will also start counting down, ending after 15 seconds. The best strategy is to split into two groups of three, with one player going forward from each team to grab and hold the Refuge pool before the other players move forward.

Deepsight Resonance Puzzle

2: About a third of the way through the jumping puzzle, you'll need to use a launchpad on top of a building to reach a large room filled with Cabal. Before using it, turn around to find a floating building that you can jump inside. This is where you'll find the second node you need to connect for the guaranteed Deepsight Resonance weapon at the end of the raid. Read the at the top if you skipped it.

About halfway through the jumping puzzle, you'll reach a large room filled with Cabal enemies. The path forward may seem like it's blocked here, but you need to wait until your full fireteam is standing in a Refuge right outside of a door before it opens. It will take you into a large arena where you can continue forward. This happens at the end of the jumping puzzle, as well, where you need to climb a long set of stairs to reach the next encounter, Macrocosm.

Secret Chest

2: In this large arena, turn around and look off the left side to spot a Darkness node directly under you. Shoot it to unlock a door in the back of the arena that holds the second and final secret chest of the raid.

Macrocosm

Macrocosm is the first major boss battle of Root of Nightmares. Split into teams of two. Two players will stand in the middle of the room and defeat enemies, while the other two teams should split across the platforms in the room (one set on the bottom platforms and one set on the top). After the encounter starts, Centurian enemies will spawn near the back of the room. Defeat them to spawn a Colossus on each of the platforms.

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Killing the Colossus will grant Planetary Insight, which shows you if a planet is Light or Dark on your side of the room. All of the Light planets should be on the left side of the room, and all of the Dark planets on the right. Find the odd one out and interact with it. Then, sync up with your partner on the other side of the room and swap planets with them. This will rotate the planets to the correct side.

You only have a limited amount of time to switch your planets, as noted by the Planetary Shift buff shortly after interacting with your planet.

Repeat the process above until you take down the Colossus enemies a second time. This will reveal three planets in the middle of the room, which will have two of one color and one of the other. You need to grab a planet on with the corresponding color and deposit it in the correct plate in the center of the room. For example, two Light and one Dark planet means both players on the left side should grab a planet and dunk them at the correct plate, while the remaining Dark planet is handled by a player on the right. Once all three planets are dunked, shoot the Darkness node floating in the center of the room to start the damage phase.

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Don't shoot the boss immediately. Instead, wait until they jump into the center of the arena and look at the color of their aura. You need to stand on a plate that matches their aura in order to do damage. After a short phase, rotate to the other plates depending on the aura of the boss. Rinse and repeat the process after damage is over to reach a Final Stand phase, where you need to pump out a final bit of damage to avoid a wipe.

For damage, a Well of Radiance or two (or three) is great to have a damage buff and healing on the plates while doing damage. Rockets are generally the best option for damage, as well, with at least one Gjallarhorn and a suite of legendary rockets like Hothead and Bump in the Night.

After the boss is down, there's another short puzzle with Light and Dark nodes blocking your path, which is identical to the one you find after the second encounter. Continue through the short platforming section to reach the final boss, Nezarec, Final God of Pain.

Deepsight Resonance Puzzle

3: Near the end of the next platforming section, you need to ascend a large cube floating in midair. Look down and jump onto the debris floating below. This reveals a room you can jump inside to find the final piece of the Deepsight Resonance puzzle.

Read the at the top if you skipped it.

Nezarec

The final boss of the Root of Nightmares raid is Nezarec, Final God of Pain. The goal is to extend nodes on both sides of the room to start the damage phase, but there's a lot standing in your way. While two players are running the nodes, the others should group up and keep Nezarec's attention. Random players will get the Nezarec's Hatred debuff, which other players can steal by shooting one of the boss' crit spots (either one of his two shoulders, or his chest, whichever is glowing).

If you fail to grab his attention, the boss will wipe your team. However, you can avoid this wipe mechanic by creating a refuge. As your destroy the shoulders, look for either a Dark or Light glow. You can avoid the wipe mechanic by creating a Darkness's Refuge or Light's Refuge pool. This is done by one of the runners grabbing their buff and shooting a completed node on the opposite side of the room. For example, the Dark runner can bring their buff to a Light node to create a Light's Refuge pool.

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Once both sides have completed their nodes, group up on one of the central platforms and destroy any remaining crit spots. A large beam will shoot through Nezarec, which starts the damage phase. Continue to damage the boss until he goes immune, and repeat the process to enter another damage phase. You need to defeat the boss within three damage phases, otherwise he will Enrage and wipe your team.

There isn't much else to note mechanically. Players keeping Nezarec's attention need to be mindful of him while the runners execute the mechanic, however. He'll be running around the arena, and he can easily kill you with a couple of swipes. You should also be mindful of enemies. Colossus enemies will spawn throughout the arena, which can pose a significant challenge to the runners if left unchecked.

For damage, rockets are a good option here, as well. An alternative is to use one Divinity and a group of Thunderlord machine guns. With the Exotic catalyst, it's possible to take down Nezarec in a single damage phase with this strategy. After you've whittled his health down, a Final Stand phase will start, so take out his remaining health within 10 seconds to avoid a wipe.

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Root of Nightmares Loot Table

There are a total of seven weapons in Root of Nightmares, including the Conditional Finality Exotic shotgun, along with a full set of armor for each class. You can only collect certain pieces from each encounter, though.