Equilibrium
Built around the Gathering Shadow mechanic, which grants a tiered Shadow buff: Shadow Novice → Shadow Apprentice → Shadow Master. Each tier unlocks new abilities replacing your grenade: a Shadow grenade that breaks enemy shields, interacts with Darkness panels, and negates environmental debuffs. Without refreshing your Shadow buff, Creeping Shadows will kill you.
Encounter 1 — Harvester
Build up Gathering Shadow energy by riding Sparrows through Creeping Shadows tunnels and defeating Nameless Apprentices. Use Shadow Novice to break enemy immunity shields and push the encounter forward.
Three Nameless Apprentices spawn with immunity shields. Lure each one to a Cabal device arranged in a triangle formation. Once in position, riders with Shadow Novice use their special Shadow grenade to break each Apprentice's shield. Defeat six total Apprentices plus Behemoth walkers to complete the encounter.
Split the team — one or two players ride Sparrows through tunnels constantly collecting Gathering Shadow energy, while the rest handle adds and lure Apprentices into position. Don't let the Shadow buff run out.
The Creeping Shadows debuff in tunnels will kill you if you don't have an active Shadow buff. Never enter the tunnels without Shadow Novice or higher active.
Drop pods from defeated Nameless Apprentices are lethal if they land on players. Stay aware of their drop trajectories.
Boss 1 — Harrow, Dredgen-Apprentice
Dual Praxic Blade-wielding Gladiator with a permanent immunity shield. Must reach Shadow Apprentice tier to interact with Darkness panels and strip Harrow's immunity.
Three side rooms branch off the main arena, each containing multiple Darkness panels. Use Shadow Apprentice grenade to close Darkness panels in all three rooms. To strip Harrow's shield for a DPS phase, either: (A) Lure Harrow to red bay doors and shoot the fuse above the nearby door to open a floor trap, or (B) Hit Darkness-energy devices to activate electrical pylons, then bait Harrow into them with his own attacks.
You likely only get three damage phases — the pylons and fuses do not regenerate once used. Plan your DPS loadout accordingly: Praxic Blade, Legend of Acrius, and Parasite for high burst damage. Burn Harrow as fast as possible each phase.
Once all three pylons and fuses are exhausted, you cannot open more DPS windows. If Harrow isn't dead, the run is effectively over. Don't waste damage phases.
Exhausting all damage phase options (three pylon/fuse pairs) without killing Harrow — no more DPS windows available.
Boss 2 — Dredgen Sere (Final Boss)
Two-realm fight cycling between the real world and the Taken realm. Requires Shadow Master tier. A 45-second "Lure of the Dark" timer drives the phase cycling.
Collect Gathering Shadow energy. Defeat Nameless Apprentices. Destroy Taken orbs in the center of the arena. Use Shadow Novice+ grenades to hit Darkness panels that spawn platforms and disable Arc pylons (the Arc pylons will kill you if active).
Five Blistered Shadow copies of Sere appear. Press Interact to "Compel" each shadow, building Lure of the Dark stacks. You can optionally kill two of the five shadows — this reduces required stacks but also reduces damage output if you kill too many. Use Darkness panels in the Taken realm to reach upper arena sections.
Return to the real world with full Lure of the Dark stacks. Destroy the remaining Taken orbs in the arena center. All five orbs in both realms must be destroyed. Once orbs are gone, deal damage to the actual Dredgen Sere.
Run at least one Well of Radiance Warlock. After the DPS phase ends, the entire middle of the arena fills with Arc energy — immediately move to the edges or die. Use Parasite, Gjallarhorn, or high-burst rockets for the DPS window.
You must have full Lure of the Dark stacks when cycling back from the Taken realm. Insufficient stacks prevent the damage phase from triggering. Don't rush the Taken realm phase.
Standing in the Arc energy field after the DPS phase — rapid death. Failing to destroy all five Taken orbs before the damage window closes — phase resets.