Infobox incomplete (Rewards)
The infobox template in this article is missing some required data. You can help Nukapedia by filling it in.
|
Raid: Gleaming Depths is a main quest in Fallout 76, introduced in the Gleaming Depths update. It is currently the only raid quest in the game, and consists of five phases delving into the Gleaming Depths location in the Ash Heap.
Quick walkthrough[]
- Enter the Gleaming Depths.
- Defeat the EN06 Guardian using ranged attacks to destroy its shields and hiding in the shelters when it overheats.
- Fuel the tunnel boring drill in the second phase. Collect fuel canisters around the mine while avoiding enemies, including the one-hit-death ultragenetic mole miner stalker.
- Defeat Enclave Squad Epsilon's three hostile members. There are three shield generators that must be destroyed to damage them, and are repaired by arriving eyebots.
- Defeat the ultragenetic creature horde in the research laboratory. Lure the creatures into the vicinity of the Ultracite crystals, which will harm them when destroyed.
- For the final boss, defeat the Ultracite Terror.
Detailed walkthrough[]
How raids work[]
The raid into the Gleaming Depths of the Ash Heap is a massive undertaking, and is specifically geared towards experienced, endgame players. A full, four-person team with careful coordination, including over voice chat, will help ensure success, though players are free to enter the Gleaming Depths and start the quest however, whenever and with whoever they like. The public team type Raids provides an increasing scale of bonuses to weapon durability, which will help sustain the team's progress and combat abilities.
Unlike any other place in the game, the raid does not allow the player to be revived and, if one dies during a phase of the raid, they must wait until the current phase is completed by any surviving team members. Dead players will only be able to respawn once this occurs. If one is playing solo, death will simply reset the progress of the current phase to the starting point. The same applies for if all members of a team die with no survivors on a particular phase.
In between each phase are "rest areas" at which the player can utilize workbenches and prepare themselves for the next part of the raid. Various rewards are distributed after each individual phase. These rewards get better the deeper into the raid the player goes, and scale with different specific rewards per level.
Preparations[]
As every player has a different build, what they should use to buff themselves may vary, but generally, every player's food and thirst bars should be full. A strong power armor, while not necessary, is highly recommended. Having a nearby C.A.M.P. that acts as a buffing station is useful for players (e.g. the exercise bike will increase endurance). Adelaide is useful as she has a buff that will assists in defeating the first robot boss. Some useful magazines:
- Astoundingly Awesome Tales 8 (less damage from robots)
- Guns and Bullets 1 (deal more damage to robots)
- Live and Love 2 (deal more damage when part of a team)
- Live and Love 9 (less damage from robots)
- Tesla Science 1 Magazine (less damage from robots)
Fully maxed Electric Absorption and Funky Duds are incredibly useful for the first and final bosses, respectively. However, Electric Absorption is not really that necessary if the player knows they can take a few strikes from the robot guardian.
Finally, all players should be sharing a perk card. Squad Maneuvers should not be overlooked as it can prove useful in some parts.
Phase 1: EN06 Guardian[]
Enter the Gleaming Depths location in the Ash Heap, near Striker Row. A rest area is provided before beginning the first phase, which opens up to a large chamber where the EN06 Guardian is found. The EN06 Guardian is an emplaced Enclave sentry bot that is highly dangerous and has two health bars, one for its overall health and one for the Ultragenetic Shield Generator. Melee is not possible with this enemy, as getting too close will cause immediate death. Instead, ranged attacks must be used. It is recommended the party keep distance from other members (in an X style formation, with the center of the X being the robot). This allows players to attack the Shield Generator when it turns. Players can hide behind the walls to dodge damage from its missiles, and players should keep an eye on their health and spam stimpaks if needed.
The EN06 Guardian has its Shield Generator on its back, which is targetable in VATS. When the shields are active, the generator is the only part of the robot that will take damage; all other areas will be invulnerable. The Ultragenetic Shield Generator can be also damaged by shooting explosive weapons at the platform EN06 Guardian is on. When the Shield Generator is taken down, the team will be able to deal damage to the Guardian itself.
However, after some time, the Generator will overheat due to the damage it has suffered, and if the player does not take shelter in time in one of three marked (A, B, C) shelters on separate sides of the room, they will be instantly killed by the resulting meltdown, regardless of having taken cover behind something. The doors of each shelter will be destroyed due to the severity of the meltdown, and no shelter can be used twice. Some players may be far away from the door, so they may need to rely on other players pinging or emoting near the open door.
After one meltdown period has occurred, the shields will be restored and must be disabled again. This cycle repeats until the player has defeated the EN06 Guardian, allowing them to move on to the next encounter.
Phase 2: Drill Fueling[]
After preparing in the rest area, enter the next chamber, which is an industrial area connected to a mine. Here, the objective is to fuel the tunnel boring drill to advance further down into the Gleaming Depths. The drill itself also has a "health" bar, and the creatures will attack it. If the drill is destroyed, the objective must be started over.
Players should select one strong member of the team to defend the drill, while the others should collect the fuel canisters spread throughout the nearby cavern area, for which a progress bar is displayed on the screen. Only one fuel canister can be collected at a time, which requires constant movement back and forth from the drill to its surrounding area.
Mole rats and mole miners attack during this sequence, but the most dangerous enemy is the ultragenetic mole miner stalker. The stalker cannot be damaged using conventional attacks, and will take the player down in one hit. Because no revives are allowed until moving onto the next phase, the stalker should be avoided at all costs. There are a few stalkers in the cavern area, but fortunately, they will instantly vanish if lured towards the drill room.
Berry mentats can be used to highlight their locations. If this part proves tricky, one way of potentially ensuring fuel collection goes smoothly is to divvy up the three fuel hunters to each section of the cavern; one collects in the left-most part, one in the middle, and one on the right-most. This way, if a player dies, they will have an idea of where the remaining fuel cans are. It may be a good idea to stay away from other players if coming across them in a hallway, since there is a good chance they are being pursued by a stalker.
Once the drill is completely fueled, it will dig a path further down into the Gleaming Depths, allowing access into the Enclave's secret facility.
Phase 3: Enclave Squad Epsilon[]
During the third phase, a hostile Enclave squadron known as Enclave Squad Epsilon attacks. Its three surviving members are Bloodhound, Lynx and Vulture, all of whom don Vulcan power armor. The troops are protected by shields produced by Ultragenetic Shield Generators, the same type that protected the EN06 Guardian.
Three letters A, B, and C mark the separate Ultragenetic Generator rooms. To damage Epsilon troops, these generators must be destroyed. Repair Eyebots will quickly make their way to any damaged generator to fix it, returning the Enclave soldiers to their invulnerable state. A division of responsibilities among the team, attacking the troops and the generators separately, will be necessary to counteract this.
While not necessary, killing Lynx first is a good priority due to their freezing attacks slowing down the team. Pinging the enemies is also useful, since it can be confusing differentiating between them and party members who wear power armor, especially due to all the visual effects. Once all three members of the squadron are dead, proceed further into the Enclave research laboratory.
Phase 4: Ultragenetic Horde[]
In the research laboratory, as part of the fourth phase, a wave of ultragenetic creatures of many varieties will attack. This may include cave crickets, deathclaws, gulpers, mirelurks and more. Additionally, the ultragenetic mole miner stalker will have returned, and will still take the player down in one hit.
Like the stalker, the creatures in the ultragenetic horde cannot be damaged through normal attacks. Instead, they must be grouped up and lured to the large Ultracite crystals throughout the area, which, when destroyed, release a burst of energy that will harm the creatures in range. Because there is a finite number of crystals, players should try to ensure there are at least 4 creatures nearby when a smaller crystal is destroyed. When killed, the ultragenetic creatures leave behind a poison cloud, much like the Daily Ops Toxic Blood mutation, making jetpacking over the cloud useful here, poison protection will not protect you from the after effects of the crystal.
It should be the team's priority to get rid of the stalker first. It is considered etiquette not to destroy the large main crystal in the center until the stalker has been killed first. After which, the players should try to collect a large mob and then destroy the center crystal.
A progress bar for defeating the entire horde is displayed; the phase will complete once all of them are dead.
Phase 5: Ultracite Terror[]
Ready up for the final boss of the raid, a giant serpentine creature known as the Ultracite Terror. The final area of the raid is staged around a giant lake of green melted Ultracite, with a path leading to a central island.
The best way to defeat the Terror in a timely manner is using powerful ranged weapons with a high damage-per-second output; like the EN06 Guardian, melee attacks cannot be used against this enemy. The Terror itself has several attacks, including lunging forward, spitting acid, utilizing its tail (which must then be attacked in a separate health bar and if not killed in a certain time period will destroy small chunks of the island until it is completely gone), as well as the most dangerous, a sonic blast which will knock the player back. If they are too close to the edge when this happens, they will be forced back into the pool of liquid Ultracite, resulting in instant death (again, with no revives). Due to lag, it is in the player's interest to immediately spam stimpaks if they know they have stepped into a poison puddle, since watching one's healthbar can be unreliable.
At different points during the boss fight, the Terror may sink back into the liquid Ultracite and re-emerge from a different direction in the pool, forcing the player to re-angle their attacks.
Once its health bar is fully depleted, the Ultracite Terror's head explodes in a fantastic fashion. This completes the raid, and the player is taken back outside the Gleaming Depths' exterior with new rewards in tow.
Rewards[]
Section needed
This section is required but has not been written yet. You can help Nukapedia by writing it.
|
Quest stages[]
Notes[]
- Doing raids is one of the best ways to get XP in the game; there is enough XP for a level 25 to become level 50 during a single raid.
- If one joins a custom Private World with enemy damage turned down to zero ( Fallout 1st only), the ultragenetic mole miner stalker will no longer be a one-hit instant death. However, during phase two, the creatures can still damage the drill itself and cause the objective to fail by depleting its health. This is because the Fallout World setting to reduce enemy damage only applies to incoming damage against the player, and not other things in the game (such as other creatures or, in this case, the drill).
Expansion required
This article is too short to provide more than rudimentary information about the subject. You can help Nukapedia by expanding it.
|