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Contents

  • Curse of Osiris
    • An Overview
      • Osiris Backstory
      • What’s New?
    • The Lighthouse
    • Infinite Forest
    • Campaign and Strikes
      • The Gateway
      • A Deadly Trial
      • Beyond Infinity
      • Deep Storage
      • Tree of Probabilities (Campaign and Strike)
      • Hijacked
      • A Garden World (Campaign and Strike)
      • Omega
    • Mercury Adventures
    • PVP
      • Radiant Cliffs
      • Pacifica
      • Wormhaven (PS4 Exclusive)
  • Field Manual
    • Introduction and Overview
    • Guardian Creation
    • Basic Actions
    • Guardian Abilities
    • Titan Abilities
    • Hunter Abilities
    • Warlock Abilities
    • Weaponry
    • Armor
    • Other Gear and Vehicles
    • Navigation
    • Progression
    • Grinding and Gear
  • Campaign
    • Overview
    • Homecoming
      • Overview
      • Tower Watch
      • Tower Hangar
      • Tower Plaza
      • Tower North
      • The Chosen
    • Adieu
      • Overview
      • Escaping the Last City
      • The Farm
    • Spark—Pt. 1
      • Overview
      • Quarantine Sector 236
      • Blackened Forest
    • Spark—Pt. 2
      • Overview
      • The Dark Forest
    • Hope
      • Overview
      • Sinking Docks
      • Siren’s Watch
    • Combustion
      • Overview
      • Salt Mines (1st Mission)
      • Salt Mines (2nd Mission)
      • Salt Mines (3rd Mission)
    • Riptide
      • Overview
      • The Rig
      • Tidal Anchor
    • Utopia
      • Overview
      • Access Terminal
      • Festering Halls
    • Looped
      • Overview
      • Artifact’s Edge
      • Hallows
      • Sunken Cavern
      • Well of Giants
    • Six
      • Overview
      • The Cistern and Pools of Luminance
      • Glade of Echoes
      • Exodus Black
    • Sacrilege
      • Overview
      • Terrabase Charon (1st Mission)
      • The Wraith Mines
      • Terrabase Charon (2nd Mission)
    • Fury
      • Overview
      • Giant’s Scar (1st Mission)
      • Excavation Site II
      • Giant’s Scar (2nd Mission)
      • Warmind VaultJYS-2
    • Payback
      • Overview
      • The Tunnels
      • Sunken Isles
    • Unbroken
      • Overview
      • Legion’s Hold
      • Legion’s Watch
    • Larceny
      • Overview
      • Legion’s Anchor
    • 1AU
      • Overview
      • Starboard Landing
      • Mineral Processing
      • Sunside (1st Mission)
      • Sunside (2nd Mission)
    • Chosen
      • Overview
      • Peregrine District
      • Systems Deck
      • Quarterdeck
  • Strikes
    • Overview
    • The Pyramidion
      • Overview
      • The Rupture (Entrance)
      • The Rupture
    • The Inverted Spire
      • Overview
      • The Cistern
      • The Anchor
      • Legion Drill Site
      • The Inverted Spire
    • Exodus Crash
      • Overview
      • Prodromus Down
      • Exodus Black
      • Glade of Echoes
      • EX-077 Command
    • The Arms Dealer
      • Overview
      • Legion’s Anchor
      • Sunken Isles
      • Legion’s Hold
      • Echion Vae
    • Savathun’s Song
      • Overview
      • Solarium
      • Arboretum
      • Chasm of Screams
  • Crucible
    • Overview
    • Match Types
    • Crucible Map Icons
    • The Dead Cliffs
      • Overview
      • Locations and Match Types
    • Endless Vale
      • Overview
      • Locations and Match Types
    • The Fortress
      • Overview
      • Locations and Match Types
    • Legion’s Gulch
      • Overview
      • Locations and Match Types
    • Altar of Flame
      • Overview
      • Locations and Match Types
    • Vostok
      • Overview
      • Locations and Match Types
    • Midtown
      • Overview
      • Locations and Match Types
    • Javelin-4
      • Overview
      • Locations and Match Types
  • Adventures
    • Overview
    • EDZ Adventures
      • A New Frontier
      • Calling Them Home
      • Poor Reception
      • A Frame Job
      • Dark Alliance
      • Reverse the Polarity
      • Getting Your Hands Dirty
      • Unsafe at Any Speed
      • Red Legion, Black Oil
      • No Safe Distance
      • Stop and Go
      • Anti-Anti-Air
      • Supply and Demand
    • Titan Adventures
      • Thief of Thieves
      • Bad Neighbors
      • Siren Song
      • Deathless
    • Nessus Adventures
      • Unbreakable
      • Ghost in the Machine
      • The Vex Trial
      • Release
      • A Tale of Two Confluxes
      • Assault of Black
      • Key to the Network
    • Io Adventures
      • Arecibo
      • Postmodern Prometheus
      • Unexpectred Guests
      • Cliffhanger
      • Road Rage
  • Lost Sectors
    • Overview
  • World Quests
    • Overview
    • EDZ World Quest: Enhance!
      • Mission 1: Odd Symptoms
      • Mission 2: Show and Intel
      • Mission 3: Differential Diagnosis
      • Mission 4: Experimental Treatment
    • Titan World Quest: Enemy of My Enemy
      • Mission 1: A Visit to Command
      • Mission 2: Data Requisition
      • Mission 3: Report to Sloane
      • Mission 4: Lighting the Dark
      • Mission 5: Chances and Choices
      • Mission 6: At Full Power
    • Nessus World Quest: The Exodus Black
      • Introduction
      • Mission 1: Speak to Failsafe
      • Mission 2: Uncovering the Past
      • Mission 3: The Captain
      • Mission 4: Talk to Failsafe
    • Io World Quest: King’s Shadow
      • Mission 1: The Hunt
      • Mission 2: The Conversion
      • Mission 3: Asher’s Theory
      • Mission 4: The Army
      • Mission 5: Trapped
  • Patrols
    • Overview
  • Public Events
    • Overview
    • Full Public Event Types (Eight Types, 34 Total)
    • Secret Public Event Types (10 Types, 93 Total)
    • Public Event Availability Chart
  • Challenges
    • Overview
  • Director
    • Introduction and Overview
    • European Dead Zone
      • EDZ Overview
      • EDZ: Initial Activities
      • EDZ: All Activities
      • The Farm
      • Sojourner’s Camp
      • Outskirts
      • Trostland
      • Salt Mines
      • Maevic Square
      • The Reservoir
      • The Sludge
      • The Dark Forest
      • Quarantine Sector 236: Blackened Forest
      • Winding Cove
      • The Gulch
      • The Tunnels
      • Firebase Hades
      • Sunken Isles
      • Legion’s Anchor
      • Legion’s Hold
      • Legion’s Watch
      • Echion Vae
    • Titan
      • Titan Overview
      • Titan: Activities
      • Sinking Docks
      • Siren’s Watch
      • The Rig
      • Tidal Anchor
      • Solarium
      • Festering Halls
      • Arboretum
      • Chasm of Screams
    • Nessus
      • Nessus Overview
      • Nessus: Activities
      • Artifact’s Edge
      • The Tangle
      • Chamber of Stone
      • The Mists
      • Well of Echoes
      • Watcher’s Grave
      • Chamber of Water
      • The Cistern
      • Pools of Luminance
      • Well of Flame
      • The Anchor
      • Excavation Site VII
      • The Inverted Spire
      • Hallows
      • Glade of Echoes
      • EX-077 Command
      • Sunken Cavern
      • Well of Giants
      • Exodus Black
      • Chamber of Sky
      • Prodromus Down
    • Io
      • Io Overview
      • Io: Activities
      • Lost Oasis
      • Spine Burrows
      • The Rupture
      • The Endless Gate
      • Pyramidion
      • Terrabase Charon
      • The Wraith Mines
      • Warmind Vault JYS-2
      • Giant’s Scar
      • Excavation Site II
    • The Tower
      • The Tower Overview
  • The Bestiary
    • Overview
    • Cabal: The Red Legion
    • Fallen
    • The Hive
    • The Vex
    • The Taken
  • Weapons
    • Overview
    • Kinetic and Energy Weapons
    • Power Weapons
    • Exotic Kinetic Weapons
    • Exotic Energy Weapons
    • Exotic Power Weapons
  • Armor
    • Overview
    • Titan Armor
    • Hunter Armor
    • Warlock Armor
  • Trophies and Achievements
    • Achievements List
  • PS4 Exclusive Content
    • Strike: Lake of Shadows
      • Overview
      • Trostland and Maevic Square
      • The Reservoir
    • Crucible: Retribution
      • Overview
      • Locations and Match Types

Destiny 2 Guide › Campaign › Six

The Cistern and Pools of Luminance

Nessus, Unstable Centaur

Enemies Encountered
  • Vex: Harpies, Fanatics, Goblins, Hobgoblins, Minotaurs
Objectives
  • Deactivate the Vex teleporter.
  • Find Cayde-6.

Is an Exploration of Nessus Necessary?

Possibly: this mission takes place on the vast plateaus of Nessus. It is worth learning how each zone on this planetoid links to other areas. A thorough read of this guide’s Director chapter can help you ascertain nearby threats, along with helpful areas to explore outside of the scope of this mission.

Radiolarian Stream and Cavern

Super: Not recommended

Grenades: Not recommended

You begin on a platform overlooking a giant Nessus plateau, but Cayde’s signal is coming from a nearby split in the wall. Enter it, stepping into a tunnel-like warren known as Pools of Luminance, where you encounter a white liquid that’s damaging to the touch: Radiolarian (or “Vex mind”) Fluid.

Jump to the rocky outcrops and ledges as you navigate this fluid stream, then jump from the last ledge through a circular doorway and into an unstable-looking cavern.

Fortunately, the floor is firm, but the air is filled with the screeching of around a dozen Vex Harpies (which appear in flocks of about four or five at a time). Seek nearby cover, and methodically thin their number by firing at their central eye; the precision hit location. These foes are more of a nuisance than a threat, although their laser rifle-like beams are damaging. When you’ve cleared the cavern, seek the small connecting chamber with fluid on the floor, and head to the narrow golden wall.

Luminance Arena

Super: Recommended

Grenades: Recommended

Warning!: Restricted Zone

Enter an arena-like room with a central circle on the ground raised from the entrance and a higher area at the far side of the chamber. There’s a platform to your left and stepping stones to the right (the route to the left is more accessible).

Note the block-like wall sections because these cover opportunities are crucial for the carnage to come. Prepare for a protracted and extremely difficult battle with waves of incoming Vex.

The first wave teleports in as you advance on the central circle. These are a new type of Vex, the Fanatic. Think of a Vex Fanatic as a headless Goblin, but not quite as furious. Fanatics use the same weaponry as a Goblin and will track and march directly toward you, exploding at close range and leaving an area of effect that damages others for a few seconds afterward. Aside from blasting them at range before they detonate and harm you, you can effectively defeat them by bringing them down in between the pillars. That way, other foes (particularly Goblins) are harmed and hopefully destroyed by a Fanatic’s explosion and area of effect that stays active.

Blast the first wave (Fanatics) with accurate gunfire from your starting position cover. The second wave (Fanatics and Goblins) then appears; execute the same plan, dropping Fanatics as priority targets and ensuring that their ongoing explosions strike the Goblins. During the second wave, you will be outflanked and overrun by multiple Goblins. Start at the top of the ramp from the lower block wall, then retreat to it and melee attack any Goblins (but not Fanatics!) that get through. Your primary escape route is to your left, by which time, the third wave arrives.

By this point, you have groups of Fanatics, Goblins, and a couple of Minotaurs all converging on your location, with Harpies providing a long-range annoyance. Keep moving from the lower island with the two block sections of cover back and forth to the starting position, and drop Fanatics so they explode and take a couple of Goblins with them. When you’re overwhelmed, sprint over to the other area you’re comfortable holding, and block chokepoints with exploding Fanatics and headless Goblins (anything to cause a chain reaction).

Other options include bringing out the big guns, AKA your preferred Power weapons (grenade launchers for longer-ranged foes, and shotguns to quell any foes trying to overrun you, though you run the risk of being struck by their exploding damage). A thrown grenade is also useful to detonate at the feet of multiple foes. You can also leap atop one of the larger block defenses, crouch down, and tag foes quickly from this partial cover. Since you’re atop a block but crouched, much of the Vex’s ranged firepower hits the block instead of you. However, you’re usually surrounded, so watch for flank attacks and jump away when it all gets too hectic.

Once you clear the incessant waves of Goblins and Fanatics, the final wave consists of the Minotaurs, Harpies, and a few remaining Goblins that remain on the upper platform and may have teleported in earlier. These are actually a little easier to destroy, as they aren’t actively marching on your position. Long-range tagging of Harpies can be done at your leisure; shoot them first so you have fewer enemies firing at you from directions you can’t control.

Then, move to mid-range, and tackle the remaining Harpies and the Goblins. Move to the central circle, but back up when the Minotaurs’ weapon barrage starts to sting. Now is the perfect time to execute your Super, as it can cut through the usually troublesome Minotaurs without you worrying too much about being caught in any explosions. Whittle down the enemies until the room is secure. Then, gather any dropped ammo and items.

Not-so Super Attacks

Although using your Super is a great idea to thin the numbers, it’s important to know how dangerous certain Supers are when employed against exploding foes, like the Fanatics. You can kill yourself easily with Supers that inflict damage at melee range, so ensure that your Super attacks are inflicted at longer distances, outside of the detonation range.

Finally, exit via the marked (slightly glowing) stepped tunnel into a Vex temple. Gather the teleporter, which frees Cayde-6, although you need to find him next. Step into the Vex gate behind the teleporter, sending you back to the entrance. From here, retrace your steps back to the expanse of the Cistern, scanning the area so you don’t dash off in the wrong direction, heading left from the wall split entrance. You’re on the right track if you pass by a Vex-like ball structure with a hole in it. Continue your track until you enter the Glade of Echoes.

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