Lightfall  ·  Neptune  ·  Raid Guide

Root of Nightmares The Witness Draws Near

"Nezarec, the first disciple, has clawed his way back from death. Buried beneath Neptune's storms, his Pyramid stirs — and his Acolytes feed it nightmares. Six Guardians must descend into the Root, sever the visions that sustain him, and end the god of pain before the Witness can finish what he started."

Players 6
Location Neptune
Encounters 4
Exotic Conditional Finality
Seal Dream Warrior
Encounters
01
Cataclysm
The descent · pillar sequence
02
Scission
Split arenas · symbol matching
03
Macrocosm
Zo'aurc, Explicator of Planets
04
Nezarec, Final God of Pain
Final boss · Conditional Finality
Secret Chest
3 hidden rooms · orb puzzle · bonus chest
Loot Table
1st Encounter
Cataclysm
Shotgun
Pinpoint Slug Frame · 65 RPM
Linear Fusion Rifle
Adaptive Burst · 533 Charge Time
Grenade Launcher
Rapid-Fire Frame · 150 RPM
Helm Arms Chest
2nd Encounter
Scission
Shotgun
Pinpoint Slug Frame · 65 RPM
Trace Rifle
Adaptive Frame · 1000 RPM
Sidearm
Rapid-Fire Frame · 450 RPM
Grenade Launcher
Rapid-Fire Frame · 150 RPM
Arms Chest Legs
3rd Encounter
Macrocosm
Auto Rifle
Rapid-Fire Frame · 720 RPM
Trace Rifle
Adaptive Frame · 1000 RPM
Sidearm
Rapid-Fire Frame · 450 RPM
Grenade Launcher
Rapid-Fire Frame · 150 RPM
Chest Legs Class Item
4th Encounter
Nezarec, Final God of Pain
Any Weapon
Final boss drop
Exotic Shotgun
Random drop chance from final boss.
Exotic Catalyst
Random drop chance from final boss.
Helm Legs Class Item
Master Raid · Adept Weapons Master difficulty drops Adept weapons from encounter challenges, and these Adept weapons are no longer encounter-specific — any Adept weapon can drop from any encounter challenge on Master.
Armor Perks
Origin Trait
Harmonic Resonance
Equipping multiple weapons from this set grants this weapon increased reload speed and handling. It also deals increased damage versus targets wielding Light and Darkness.
2 Piece Set Bonus
Bad Dreams
Final blows versus subclass-debuffed targets have an escalating chance to spawn an Orb of Power.
4 Piece Set Bonus
Dream-Devourer
Performing a finisher versus a powerful combatant grants Devour. While you have Devour, gain damage resistance versus combatants.
01
Encounter
Root of Nightmares  ·  Neptune  ·  Pyramid Ship

Cataclysm

"He has turned the root of the Traveler's Light against itself — woven nightmare into the network, node by node, until the whole thing screams. You must trace the network, burn it clean, and deny Nezarec the visions that feed him. But his hatred does not wait."

Sweeping Terror wipe timer Field of Light · node network Psion pairs · Tormentor spawns Barrier Colossus adds
Overview

Two players take the Field of Light buff and build a network of nodes that stretches across the arena. The remaining four players clear adds — especially the shielded Psion pairs that summon Tormentors when killed. Defeating Tormentors extends the Sweeping Terror wipe timer. Completing a full network of nodes temporarily halts the timer and lets the team reposition for the next sequence. There are 4 networks to build before the encounter ends.

Sweeping Terror — 33 second wipe timer This debuff ticks down continuously. If it reaches zero, the entire team wipes. Defeating a Tormentor extends it by 35 seconds. Completing a node network halts it momentarily. One Tormentor is tied to each network — on the first network you may be able to skip it entirely if the runners are fast, but for the remaining three you should expect to kill it each time.
Key Mechanics
Nodes
  • A series of nodes must be connected in sequence to complete a network.
  • The active node has an aura and grants Field of Light when shot.
  • Once a node is activated (pearl state), it beams toward the next node in sequence — that next node has a small squishy orb floating above it.
  • Activating all nodes in a network completes it. The text "His hatred halts" appears and Sweeping Terror pauses briefly.
  • 4 networks total, each containing 4–7 nodes, progressing around the arena.
Field of Light
  • A 15-second buff gained by shooting the active aura node.
  • Shoot the correct next node while holding the buff to activate it — this consumes the buff and turns that node into a pearl.
  • The two runners alternate using the buff in a leapfrog pattern: one runs ahead to activate a node and loses the buff, signalling the other to collect the buff from the aura and move to the next node. The aura node stays roughly 2 nodes behind the furthest activated node throughout.
  • Each network has 1 of 2 possible randomized paths — the beam from the last activated pearl always shows you which direction to go next.
Disruption — avoid at all costs If a player with the Field of Light buff is outside the aura zone when the aura node is activated again, they lose their buff immediately — and worse, the aura node becomes locked down and cannot be used again until every player has lost their Field of Light buff. This completely kills the leapfrog rhythm and costs critical seconds on the Sweeping Terror timer. The rule is simple: Player B must not shoot the aura node until Player A has activated a node and lost their buff.
Disruption example Player A and Player B both stand in the aura. Player A shoots the node to get the Field of Light buff. Player A runs toward the next node. Before Player A reaches it, Player B shoots the aura node to refresh their buff. Disruption fires — Player A loses their buff, and the aura node is now locked until both players are buffless. The entire leapfrog stalls. Fix: Player B waits until Player A shoots their node and loses the buff before taking any action at the aura.
Arena Map
Cataclysm encounter map — four phases, node positions, Psion and Tormentor spawn locations
Cataclysm v1.5 · map credit: pryanie#2536 · Phase I (4 nodes) → Phase II (5 nodes) → Phase III (6 nodes) → Phase IV (7 nodes)
Roles & Split
Network Builders — 2 players
These two players alternate activating nodes in a leapfrog pattern — Player A collects the buff from the aura, runs to the next node, shoots it to lose the buff and activate it. The moment Player A loses the buff, Player B collects the buff from the aura and runs to the node after that. Player A then waits at the aura for Player B to activate their node, then takes the buff again and continues. Neither player should ever shoot the aura node while the other is still holding the Field of Light buff — this causes Disruption and locks the aura node until both are buffless.
Add Clear — 4 players
Responsible for all enemy pressure: clearing Barrier Colossus, locating and killing the shielded Psion pairs, and then defeating the Tormentor that spawns from them. Priority: Psions first (shields require getting inside the bubble), then the Tormentor. Breaking Colossus shields with Anti-Barrier weapons prevents them from becoming blockers. Ability-heavy builds — Strand suspend, Shadowshot orb generation, Titan hammers — make the floor clearing far more consistent.
Step-by-Step Flow
Building the Network — Leapfrog
  1. 1
    Both runners stand in the starting aura node. Player A shoots the node to collect the Field of Light buff. The activated node now beams toward the first node in the sequence — each network has one of two randomized paths, so follow the beam to identify which path this run is taking.
  2. 2
    Player A runs to the first correct node (small black ball floating above it). Player B stays near the aura node and waits — they do not shoot anything yet.
  3. 3
    Player A shoots the black ball, activating that node (it becomes a pearl) and losing their Field of Light buff. This is the signal for Player B to act.
  4. 4
    Directly after Player A loses the buff, Player B shoots the aura node to collect the Field of Light buff and immediately moves toward the next node in the chain.
  5. 5
    Player A returns to the aura node and waits there. They do not shoot the aura node — they only take the buff once Player B has activated their node and lost the buff.
  6. 6
    Player B shoots their node, activating it and losing the buff. Player A then collects the buff from the aura and runs to the next node. The cycle repeats — each runner handles every other node.
  7. 7
    The aura node shifts as the network builds, staying roughly 2 nodes behind the furthest activated pearl. Whichever node currently has the aura is always the source of the buff — track it visually as you move.
Add Management
  1. 5
    Barrier Colossus spawn throughout the encounter. Anti-Barrier weapons break their shields. Clear them quickly before they entrench.
  2. 6
    Two Psions spawn as a pair, each protected by a personal shield bubble. Get inside the bubble to damage and kill each one. When both Psions are dead, a Tormentor spawns — either inside the arena's curve or along the outer edge near the wall.
  3. 8
    Kill the Tormentor to extend Sweeping Terror by 35 seconds. One Tormentor is tied to each network. On the first network only, fast runners may complete it before needing to fight the Tormentor — as soon as the second network begins, kill the Tormentor immediately at the start of each new network to bank the time extension before pressure builds.
Completing the Network
  1. 8
    Activate all nodes in the current network. When the last node is activated, "His hatred halts" appears — Sweeping Terror pauses momentarily and the Psion/Tormentor pressure resets. Use this window to reposition.
  2. 9
    The encounter progresses around the arena — 4 networks total, each starting further along the curve. A new aura node appears for the next network. Resume the leapfrog: both runners meet at the new aura, and the cycle restarts.
Things to Watch For
Priority Kills
  • Psion pairs — get inside their shield bubble to kill each one. Both must die to trigger the Tormentor.
  • Tormentors — defeating each one adds 35 seconds to Sweeping Terror. Fight them if the timer is getting low.
  • Barrier Colossus — Anti-Barrier weapons required. Don't let them stack up.
Watch For
  • Sweeping Terror at low time — if the timer dips below 10 seconds and no Tormentor is dead, it's a wipe. Call it out early.
  • Disruption — if triggered, the aura node locks down until both runners are buffless. This kills the leapfrog rhythm entirely. The rule: never shoot the aura while your partner still has the buff.
  • Field of Light expiring — the buff only lasts 15 seconds. If a builder takes too long to reach the next node, they'll lose it and have to backtrack.
  • Next node location — follow the beam of light from the last activated pearl. The squishy orb above the target node is subtle — call it out if you spot it.
← Back to Root of Nightmares
02
Encounter
Root of Nightmares  ·  Neptune  ·  Pyramid Ship

Scission

"The gap is not empty — it is the space between what was and what Nezarec is making it. To cross it is to touch the wound. But the network must be stitched closed, floor by floor, or his nightmare grows wider."

Imminent Expulsion wipe timer Field of Light · Flux of Darkness Gap jumping · 3 floors Redolence enemies · Barrier Colossus
Overview

The team splits left and right across a gap. Each side builds its own network of nodes that crisscross between the two halves like a zipper — one player on each side jumps back and forth using pistons to activate their nodes on the opposite side. The other players push forward clearing enemies, including Redolence enemies that can only be damaged by players holding a buff. Three floors must be completed. Finish both side networks on each floor to activate the piston and ascend.

Imminent Expulsion — wipe timer Active throughout the encounter. The timer disappears only when both side networks on the current floor are fully completed. Keep the gap jumpers moving and deal with Redolences quickly — they are the main source of slowdown.
Arena Map
Scission encounter map — three floors, Light Side and Dark Side node positions, Resonance Thumper locations
Scission v1.5 · map credit: pryanie#2536 · Light Seed Pot (blue) = Field of Light nodes · Dark Seed Pot (gold) = Flux of Darkness nodes · Three floors, each with a full node network to complete
Key Mechanics
Field of Light / Flux of Darkness
  • A 15-second buff acquired by standing in a glowing aura and shooting the node.
  • Shooting the next node in sequence while holding the buff activates that node and consumes the buff.
  • Buffs cannot activate nodes of the opposite color — Field of Light activates light nodes, Flux of Darkness activates dark nodes.
  • Either buff also allows players to damage Redolence enemies.
  • Left side holds Flux of Darkness. Right side holds Field of Light.
Pistons & Nodes
  • Pistons launch players across the gap. Each piston has a shard floating in front of it — shoot the shard to activate the piston and cross to the other side.
  • The piston at the end of each floor only activates once its side's network is fully built.
  • Nodes must be activated while standing on their plate with the correct buff. Activating a node consumes the buff.
  • The network crisscrosses the gap — a light-side node activates a dark-side node, which activates a light-side node, and so on like a zipper.
Disruption Same as Cataclysm — if a player holding a buff is moving to activate a node and someone shoots the aura node again, the moving player loses their buff. Coordinate: gap jumpers call out when they activate a node so the aura holder knows when it is safe to refresh.
Roles & Split

Split 3 left / 3 right. Each side runs independently but mirrors the same structure.

Gap Jumper — 1 player per side (2 total)
This player is responsible for activating nodes on the opposite side of the gap. They collect the buff on their home side, shoot the shard floating in front of the piston to cross, activate the node on the far side, then return and refresh the buff for the next node. They alternate between home and away constantly throughout the floor.
Add Clear / Aura Support — 2 players per side (4 total)
Push forward clearing enemies as they spawn. Stay near the aura node so you can grab the buff when the gap jumper returns — Redolence enemies require the buff to take damage, so be ready to collect it the moment it becomes available.
Step-by-Step Flow
Base Strategy — Each Floor
  1. 1
    Gap jumper collects the buff from their side's aura node, then shoots the shard floating in front of the piston to launch across the gap.
  2. 2
    Find and activate the node on the far side. Stand on its plate and shoot it — this consumes the buff and stitches one segment of the zipper across the gap.
  3. 3
    Return to home side via the piston. Refresh the buff from the aura node and locate the next node in sequence. Repeat until the floor's network is complete.
  4. 4
    Add clear players push forward, killing enemies as they spawn. When a Redolence appears, grab the buff from the aura (coordinate with the gap jumper) to damage it.
  5. 5
    When both side networks on the floor are complete, a Major Redolence of Splendor spawns. Buff up and kill it. Barrier Colossus also appear at the far end — use Anti-Barrier weapons.
  6. 6
    A shard appears in front of the end piston. Shoot it to activate the launch, then ascend to the next floor. Repeat the entire process two more times.
Things to Watch For
Priority Kills
  • Redolence of Splendor / Decay — require a buff to damage. Coordinate buff access between gap jumper and add clear to kill them quickly.
  • Major Redolence of Splendor — spawns when the floor's networks are complete. Must be killed with a buff active before the shard in front of the end piston appears.
  • Barrier Colossus — appear at the far end. Anti-Barrier weapons required.
Watch For
  • Wrong buff on wrong node — Field of Light cannot activate dark nodes and vice versa. If you grab the wrong buff or cross to the wrong side, you'll waste the activation.
  • Buff timer expiring in transit — 15 seconds runs out fast when navigating pistons. Move directly and don't dawdle between buff and node.
  • Disruption — gap jumper calls node activation out loud so the aura holder knows when to refresh safely.
  • Piston timing — shoot the shard floating in front of the piston and stand ready for the launch. Missing it means the buff may expire before you reach the far-side node.
← Back to Root of Nightmares
03
Encounter
Root of Nightmares  ·  Neptune  ·  Pyramid Ship

Macrocosm

Zo'aurc, Explicator of Planets

"Zo'aurc does not fight. He arranges. Every planet in the room is a piece he has placed — Light where Darkness should be, Darkness where Light should live. Unmake his order. Put the cosmos right. Then stand where he is weakest and end him."

Planet sorting · odd one out Planetary Insight · triangle roles Damage phase · plate cycling Centurions · Lieutenants
Overview

The arena has a triangular platform on each side with three planets at each corner, plus three planets in the center above three ground plates. Four players take triangle roles — one per triangle on each side — and two players handle add clear. Kill Centurions to spawn Lieutenants, gain Planetary Insight, call out the odd-one-out planet on your triangle, then swap it with your partner across the arena. Once all swaps are correct and planets are indexed, repeat the Lieutenant step to identify the center planet pattern, deposit planets into the matching plates, and deal damage — cycling between plates as the boss switches his shield between Light and Darkness.

Two repeating phases Sort phase: kill Centurions → kill Lieutenants → call odd-one-out → swap planets across arena → index confirms. Damage phase: kill Centurions → kill Lieutenants → identify center pattern → deposit planets → stand on matching plate and cycle with the boss's shield.
Arena Map
Macrocosm encounter map
Macrocosm v1.5 · map credit: pryanie#2536 · Planets 1–6 numbered from entrance to far corners · Left Plate / Middle Plate / Right Plate mark the damage phase positions
Key Mechanics
Planetary Insight
  • Acquired by landing the killing blow on a Terrestrial Lieutenant.
  • Reveals the true color (Light or Darkness) of the planets on your triangle only — you cannot see the other side's planets.
  • Two planets on your triangle will match, one will be the odd one out. Call it out to your partner using positional callouts: left / top / right.
Planet Swapping
  • Cross the arena to your partner's triangle and interact with the planet they called out to pick it up (Planetary Affinity).
  • Return to your own triangle and deposit the planet into the empty spot — where your odd one out was.
  • When all four swaps are done correctly, planets lock in and the screen reads: "The indexed planets reveal themselves."
  • Shoot the crux to end the phase early, or wait for the timer.
Center Planets & Plates
  • After indexing, kill Centurions → Lieutenants again. Planetary Insight now reveals the three center planets.
  • Two will be one color, one will be the other. The positions correspond to the three plates on the ground below them.
  • Pick up a planet from your triangle (all Light on one side, all Darkness on the other after the sort) and deposit it into the matching center plate.
Damage Phase & Plates
  • Stand on a plate to gain the buff needed to damage the boss. You must stay on the plate while dealing damage.
  • The boss's shield alternates between Light and Darkness twice during the DPS phase. Move to the matching plate when he cycles.
  • Plate order: start on the majority color (whichever has two center planets), move to the opposite, then back to the majority. All three plates are used in one full rotation.
  • During the final stand, any plate will allow you to damage him — plate color does not matter.
Roles
Triangle Players — 1 per triangle (4 total)
Each triangle player owns their triangle for the whole encounter. In the sort phase they kill their Lieutenant, read their planets, call out the odd one out, then cross to their partner's triangle to pick up what was called, and return to deposit it. In the damage phase they pick up a planet from their triangle and deposit it into the correct center plate. During DPS they cycle plates with the rest of the team.
Add Clear — 1 per side (2 total)
Kill Honored Centurions to spawn Terrestrial Lieutenants, then let the triangle players land the killing blows on the Lieutenants. Keep the arena clear of adds between phases. During DPS, help with damage and call out when the boss cycles shield so everyone moves plates together.
Step-by-Step Flow
Sort Phase
  1. 1
    Kill enemies until two Honored Centurions spawn in the lower middle area. Kill them to spawn Terrestrial Lieutenants — one per side.
  2. 2
    Each triangle player kills their own Lieutenant to gain Planetary Insight. Look at the three planets above your triangle's corners — two will match, one is the odd one out.
  3. 3
    Call out the odd one out to your partner on the opposite triangle using positional callouts: left / top / right, or the planet's number from the map.
  4. 4
    Cross the arena to your partner's triangle and interact with the planet they called out to pick it up (Planetary Affinity). Partners are opposite each other across the arena — both top triangles are partners, both bottom triangles are partners.
  5. 5
    Return to your own triangle and deposit the planet into the empty slot — the spot where your own odd one out was removed. All four triangle players do this simultaneously.
  6. 6
    Shoot the crux to end the phase early, or wait for the timer. If done correctly: "The indexed planets reveal themselves."
Setting Up Damage
  1. 7
    Kill Centurions again to spawn a second wave of Lieutenants. Triangle players kill their Lieutenant to get Planetary Insight.
  2. 8
    Look at the three center planets. Two will be one color, one will be the other. Call out which plate needs which color — left / middle / right.
  3. 9
    Three players each pick up a planet from their triangle (all Light is on one side, all Darkness on the other after the sort) and deposit it into the matching center plate.
Damage Phase
  1. 10
    Stand on the plate matching the majority color (whichever has two center planets). Stay on the plate — you must remain on it to deal damage to the boss.
  2. 11
    Boss cycles twice during DPS. When he switches shield, move to the opposite plate, then back to the majority plate. You cycle through all three plates in one full rotation: majority → opposite → majority. For example, if the center has two Light planets and one Darkness, the order is Light → Dark → Light.
  3. 12
    When the boss goes immune, reset and repeat the full sort and damage cycle until he enters his final stand.
  4. 13
    Final stand: after a long immunity phase, the boss becomes damageable again. Stand on any plate — color does not matter during the final stand. DPS until he is dead.
Things to Watch For
Priority Actions
  • Let triangle players land the Lieutenant kill — add clear should not steal the killing blow, or the wrong player gets Planetary Insight.
  • Cross to the correct partner's triangle — you pick up from their triangle, not your own.
  • Deposit in the correct slot — the empty spot on your own triangle, not any open slot.
Watch For
  • Clear callouts — left / top / right or the planet number from the map are both valid. Confirm before crossing.
  • Stay on the plate during DPS — stepping off removes the buff and you cannot damage the boss.
  • Boss shield cycle calls — call the switch loudly so the whole team moves plates at the same time.
  • Missed planet swap — if the index message doesn't appear, shoot the crux to respawn Centurions and try again.
← Back to Root of Nightmares
04
Encounter
Root of Nightmares  ·  Neptune  ·  Pyramid Ship

Nezarec, Final God of Pain

"He has been waiting. Everything before this — the nodes, the planets, the networks — was the door. Nezarec is what lives behind it. Shoot him off his throne. Build the networks faster than his patience allows. When the beam finds him, make every round count."

Dual node networks · leapfrog Break shoulders & chest · stop bounce wipe Refuge · wipe survival fallback Conditional Finality drop
Overview

Three teams of two. The Light team (left) and Dark team (right) each run their own network using the full leapfrog method from Cataclysm — 2 runners per side, alternating nodes. The middle two are add clear and Nezarec babysitters: they break his shoulders then his chest to stun him and stop a strange attack that consistently launches every player into the air. When both networks are complete, everyone converges on the final Light-side node. A beam hits Nezarec and the damage phase begins — his crit spot is his chest. Nezarec is easy to one-phase with good DPS. If he survives, repeat — but the window before his wipe attack tightens each round.

Build fast — the window shrinks each round If the networks aren't completed in time, Nezarec charges a wipe. The best counter is speed. On later rounds the window tightens — plan to build faster or have a Refuge ready as a fallback.
Arena Map
Nezarec encounter map — Light Side left, Dark Side right, node positions by phase, Colossus spawns, add spawns
Nezarec v1.5 · map credit: pryanie#2536 · Light nodes on left · Dark nodes on right · Nodes numbered per phase · "Hatred cheese spot" marks a common damage position on the left wall
Key Mechanics
Node Networks
  • Two networks run simultaneously — Field of Light on the left, Flux of Darkness on the right.
  • Same leapfrog mechanic as Cataclysm — one player collects the buff from the aura, activates the next node, returns for the buff. The second player mirrors this on the opposite nodes.
  • An activated node beams toward the next in sequence. Follow the beam.
  • When both networks are complete, all six players converge on the final Light-side node. A beam hits Nezarec and the damage phase begins.
Breaking Nezarec's Weak Points
  • The middle two players break both shoulders then his chest to take his aggro and prevent him from bouncing players into the air.
  • If Nezarec is not stopped he will charge a wipe. This can only be survived by standing in a Refuge.
  • Watch the color of his shoulder when it breaks — white = Light, dark = Darkness — to know which Refuge to create.
Light's Refuge / Darkness's Refuge
  • Created by taking a buff to an already-activated node of the opposite color.
  • Dark shoulder breaks → Darkness's Refuge: take Field of Light to an activated Flux of Darkness node.
  • Light shoulder breaks → Light's Refuge: take Flux of Darkness to an activated Field of Light node.
  • Standing in the aura grants a 15-second wipe protection buff — does not protect from his attacks, only the wipe. Refresh at the node as needed.
  • Surviving via Refuge resets Nezarec — he returns to his platform and weak points must be broken again.
Damage Phase
  • All six players converge at the final Light-side node when both networks are complete.
  • Crit spot is Nezarec's chest. Unload everything — rockets, Supers, heavy weapons. Apply debuffs: Nightstalker Shadowshot, Void weaken grenades, Divinity.
  • If Nezarec is not killed in one phase, he goes immune and the encounter resets. Repeat from the top — faster.
  • Final stand: Nezarec goes briefly immune, then becomes damageable again. Kill him before the timer runs out or he wipes the team.
Roles & Split
Light Network Team — 2 players (left side)
Both players run the Field of Light network together using the full leapfrog method from Cataclysm — Player A collects the buff and activates a node, loses the buff, signals Player B. Player B then collects the buff and activates the next node. Alternate until the network is complete. When done, converge on the final Light-side node.
Dark Network Team — 2 players (right side)
Mirror of the Light team on the right side using Flux of Darkness — both players leapfrog the network together. Both networks must complete before the damage phase triggers, so match the Light team's pace. When done, converge on the final Light-side node with the rest of the team.
Add Clear / Nezarec Babysitters — 2 players (middle)
Break both of Nezarec's shoulders then his chest to stun him. This is critical — if not stunned, he performs a strange attack that consistently launches every player into the air. Watch the shoulder color when it breaks and call it out in case a Refuge is needed. During DPS, apply debuffs and maximise damage output.
Step-by-Step Flow
Network Phase
  1. 1
    Both network teams begin simultaneously — 2 runners per side. Each pair leapfrogs: Player A collects the buff from the aura, runs to the next node, activates it and loses the buff. Player B then immediately collects the buff and advances to the node after that. Alternate every activation until the network is complete.
  2. 2
    Middle two break Nezarec's shoulders then his chest to stun him. This stops a strange attack that consistently launches every player into the air. Watch the shoulder color on break — white = Light, dark = Darkness — and call it for the team.
  3. 3
    Refuge is a fallback — use it if the networks stall or a second DPS phase is needed. Take the opposite buff to an already-activated node of the required color. Stand in the aura and refresh as needed. Surviving via Refuge resets Nezarec to his platform.
  4. 4
    When both networks are complete, all six players converge on the final Light-side node. A beam strikes Nezarec and the damage phase begins.
Damage Phase
  1. 5
    Unload everything on Nezarec — crit spot is his chest. Rockets, Gjallarhorn, Supers, Fusion Grenades. Apply debuffs immediately: Nightstalker Shadowshot, Void weaken grenades, Divinity.
  2. 6
    If Nezarec survives the phase, he goes immune. Reset and repeat — the window before his wipe attack is shorter each round. Nezarec is easy to one-phase with good DPS, but if a second round is needed, consider having a Refuge ready as a fallback.
  3. 7
    Final stand: Nezarec goes briefly immune, then becomes damageable again. Kill him before time runs out or he wipes the team. Save at least one Super or Heavy weapon for this window.
Refuge Quick Reference
Shoulder breaks DARK → Darkness's Refuge
  • Take a Field of Light buff to an already-activated Flux of Darkness node (right side network).
  • Stand in the aura for a 15-second wipe protection buff. Refresh at the node.
Shoulder breaks LIGHT → Light's Refuge
  • Take a Flux of Darkness buff to an already-activated Field of Light node (left side network).
  • Stand in the aura for a 15-second wipe protection buff. Refresh at the node.
Refuge is for mistakes and second phases — not the default plan Nezarec is easy to one-phase with solid DPS. Refuge is there if the networks stall, the stun is missed, or a second damage phase is needed. Surviving via Refuge resets him to his platform. Speed and clean stuns are always preferable.
Things to Watch For
Priority Actions
  • Break shoulders then chest — the middle pair must hit both shoulders first. Chest alone won't take aggro.
  • Network speed — every wasted second is time Nezarec has to charge his wipe. Leapfrog without hesitation.
  • Debuffs in DPS — Shadowshot and Divinity are the difference between clean kills and extra rounds.
Watch For
  • Shoulder color on break — call it immediately. White = Light, dark = Darkness. Refuge must be opposite color to shoulder.
  • Refuge node must already be activated — cannot create a Refuge on an aura node. The opposite-color node must exist in the network first.
  • Final stand resources — save a Super or Heavy specifically for the final stand window.
  • Convergence point — all six meet at the final Light-side node, not the nearest platform. Call it out when both networks are done.
← Back to Root of Nightmares
Secret
Root of Nightmares  ·  Bonus Chest

Secret Chest

Three hidden rooms are scattered throughout the raid, each containing both a dark and a light orb. Connect the correct orb in each room — matching the sequence shown on the flower wall before the first drop — and the game will confirm success with the message "A great harvest awaits." Complete the raid and claim the bonus chest.

3 hidden rooms Dark / Light orb sequence Complete raid for bonus chest
Step 0 — Read the Sequence

Before the first drop down, at the very start of the raid, veer left and look at the wall. There is a flower decoration with 3 glowing orbs — each orb is either Dark or Light, matching the same colors used throughout the raid mechanics. This is your sequence. Write it down or call it out before your group drops in.

Example sequence The orbs on the wall read Dark · Light · Dark. This means: Room 1 connect Dark, Room 2 connect Light, Room 3 connect Dark. Every room contains both a dark and a light orb — you only connect the one that matches your position in the sequence.
The Three Rooms
Room 1 — Before Cataclysm
  1. 1
    Location: Directly before the root leading up to the first encounter (Cataclysm). When you reach the room at the base of the stairs, do not go up the stairs.
  2. 2
    Instead, continue to the right side of the room. Behind some vines, find a staircase leading down. Descend into the hidden room below.
  3. 3
    Connect the orb that matches position 1 of your sequence (Dark or Light). Leave the other orb alone.
Room 2 — Jump Puzzle (After Scission)
  1. 4
    Location: During the jumping puzzle that follows the second encounter (Scission). Navigate through the puzzle until you reach the middle segment where you launch onto a platform.
  2. 5
    Normally you would go right toward the square staircase structure (near the 2nd secret chest). Instead, go left toward a broken piece of ship.
  3. 6
    This is the second set of orbs. Connect the one that matches position 2 of your sequence.
Room 3 — Before Nezarec
  1. 7
    Location: Directly before the final boss (Nezarec). You will be on a large, shiny final root leading toward the boss arena.
  2. 8
    Look off to the bottom right and spot a strange relic-like structure. Jump onto it, then look upward to find the entrance to the third hidden room.
  3. 9
    Connect the orb that matches position 3 of your sequence. If all three rooms were done correctly, the game feed will display: "A great harvest awaits."
Confirmation & Reward
"A great harvest awaits" If you see this message in the game feed after Room 3, the puzzle is complete. Finish the raid normally — defeat Nezarec — and an extra bonus chest will be available to loot at the end.
Wrong orb connected If the sequence was misread or the wrong orb connected in any room, the confirmation message will not appear. There is no in-raid way to reset the puzzle — you will need to run the raid again to try the secret chest next time.
← Back to Root of Nightmares