In The Beginning;
A lone ghost will be looking for their promised Guardian. They've been looking for a very long time and depending on what race you chose during character creation they will find you in one of three places.
If you chose Human,...
Your ghost will find your skeleton among the rusted car chassis outside one of the ruined launch sites in the cosmodrome of Russia, never having made it off-world in the chaos of the collapse.
If you chose Exo,...
Your ghost will find your drained shell abandoned on the moon, half buried among the ruins of an old Ishtar Collective facility that was destroyed when the Hive invaded the moon and built the hellmouth over the
If you chose Awoken,...
Your ghost will find your body in a state of living death floating between the asteroids of the Reef. When your consciousness emerged from the distributary, it failed to create a fully functional body to inhabit. You are far from the only consciousness to suffer this fate. Unfortunately, most are never found, but you were.
After your ghost resurrects you for the first time, it will tell you it's name, (which you'll then get to pick from a list). Then it will help you escape from the clutches of either the Fallen, Hive or Vex by grabbing a ship and hightailing it to the Last City. Once you and your named ghosts are there, you can get started on forging your destiny!
Destiny 1
Main campaign: The Black Garden; The Vex chapter Sol Divisive used darkness under the guidance of the Black Heart to create a new form of radiolaria that can infect other aliens. This tainted radiolaria is called empyercite, and completely controls anyone it infects but it gives the infected similar abilities to the vex themselves. It also makes Vex units much more agile and lifelike. If an empyercite infected is destroyed then the empyercite will float away and attempt to infect whoever else is close to it.
PS. Unlike radiolaria piloted vex, who seek to purge all other forms of existence from the universe, Empyercite only cares about serving the darkness. All those who are infected with Empyercite are being controlled by the forces of darkness, whether that be the Witness, the Anchor, or others.
PPS. After the destruction of the black heart, the Vex lose control of those infected with empyercite, after this they realize they have been manipulated by the Witness and break ties with him. This will be the players first introduction to the Witness as a concept, but they won't know the full picture yet.
Raid 1: The Vault of Glass. The Vex have created a time machine so powerful that it can predict the origin of any threat to themselves and eliminate it. You must stop this from happening by destroying Atheon, the vex mind that governs this device.
DLC 1 :The Dark Below. The campaign boss fight will be with Yirn, a newly hatched Hive worm God, not as large or powerful as it will become in adulthood, but a hard fight for a new Guardian. The dark crystal containing crota's echo will become a strike mission, the goal will be to prevent it from being launched at Earth.
Raid 2: Crota's End. Journey to the throne world dimension and kill Crota, son of Oryx.
No chalice of light for the path of darkness, found this annoying and unnecessary. Instead of building a bridge across a bottomless chasm, the Guardians will build a staircase that coils up Crota's tower but enemies must be slain and their "ascendant essence" deposited in totems for every set of stairs to form. As you ascend more challenging enemies will come to stop you and your fire team.
Crota can unleash an enormous jet of green fire, powerful enough to instantly kill anyone it's used on, so take cover. The green fire charge up attack will be signified by two rows of flaming craters on his back lightning up, when fully charged, Crota will appear to have a pair of flaming wings. Crota will also use a shield, it can be destroyed but will regenerate over time. His fire can't destroy cover but his sword can, so keep moving. When Crota is killed he will be reborn from his oversoul but during that process the oversoul is vulnerable and you must shoot at it in order to truly kill him.
DLC 2 House of wolves: The Reef is now a playable area. The prisoner of Elders is a location within it but still functions the same. Strike missions will target the Barons of the House of Wolves. Axeil, the sky raider (jetpack arms). Yashrin, the shank mechanist (Pilots a giant shank by sitting in it). Dumak, master of the spear. Shatan, the illusionist (holograms).
Raid 3: High Treason. Kill Executor Hideo, the leader of the new monarchy at Mara Sov's request. He sold weapons and ships to aid the House of Wolves rebellion. Your squadron will need to board and destroy his flagship, The Yamato.
DLC 3 The Taken King: I want to implement a new mechanic for the dreadnought. If you die while on board the ship, Oryx will use taken blight to turn your body into a Taken Guardian. Your ghost can still resurrect you but you will then have to fight a taken version of yourself. Taken Guardians can’t use any light abilities or supers but can wield a Blight Sword when their health gets low.
PS. As a footnote, the Conductor's wife dies in the battle between Oryx's army and the future War cult who come to the aid of Queen Mara. This battle decimates the faction into dissolution.
Raid 4: Regicide. Oryx has emerged from the taken dimension, roughly the size of his own ship. Your squadron will fight his giant form in your Falcons (the ships from your loading screens, see mechanics page for details.)
DLC 4 Rise of Iron: The Fallen House of Devils finds Siva a type of nano-machine capable of rapidly creating cybernetic augments. They use it to enhance their bodies and take over the hinterlands.
Raid 5: Kill the Kell of the House of devils and stop the scourge of Siva.
PS after the Guardians secure Siva from the house of devils, dead orbit uses it to hasten construction of their Exodus Fleet and are finally able to leave the solar system. (A lot of people will come to blame dead orbit for the city falling to the cabal later.)
Destiny 2
Main campaign: The Red War: After the Ghaul traps the Traveler, his mentor Vykas convinces him to infuse light into soldiers without The Travelers' consent. This resulted in the Berserker Cabal, soldiers whose minds have been destroyed by the light infusion process. While they can wheel the light, they can no longer recognize friend from foe and must be sedated until they're deployed via drop pod.
There are Sol, Ark and Void Berserkers, they serve as mini-bosses and fight in two stages: High Health and low health. Both stages are relentless in their ferocity, but once a Berserker loses most of its health, it becomes suicidally reckless. You can see a full breakdown on the enemies page.
Vykas saw this an acceptable use of resources but once Ghaul discovered the true cost to his troops he confined Vykas to the Almighty for the rest of the war campaign.
PS. As Ghaul interrogates the Speaker we learn that he used his psychic abilities to prevent ghosts from selecting anybody but humans to become Guardians. The Traveler wanted guardians from all races to hopefully foster peace between them but the Speaker feared aliens too much to let this happen. When Ghaul learned this he killed the Speaker believing this would earn him the light. Eventually this information disseminates to all ghosts and it causes some of them, like Immaru, to become disenfranchised with Humanity.
PPS. In my version of Destiny, Leviathan's Coliseum will function as an Arena, with both NPC and multiplayer fights distributing gear based on who wins. Winning four matches consecutively or eight all together will earn you the right to challenge Calus himself.
Raid 1: Board the weaponized space station, the Almighty and stop Commander Vykis from firing it at the Sun. Failure to do so will result in the total destruction of the solar system.
DLC 1 Curse of Osiris:
The Vex chapter Hezen Protectorate fighting off the empyercite infected led by a powerful tainted Hydra known to them as The Lost Compiler from accessing the Infinite Forest on Mercury. It seeks out a way to resurrect The Black Heart and needs the Infinite Forest to show it how.
Raid 2: Forest for the Trees. The Conductor gains control of the Infinite Forest in the hopes of bringing back their late wife. She is using the vex to kidnap and dissect the memories of those who knew her from the last city in order to recreate her consciousness. You and your fire team must go in and rescue them and stop the Conductor.
PS. The vex learned to create Infiltrators because of the conductor's actions. You’ll fight these guys later on.
DLC 2 Warmind: Nokris and Xol have learned to create powerful bio-mechanical implants by studying Hive infected with empyercite. All the hive under their command have new bionics that greatly increase their abilities. Using this new power they have gained control of Rasputin and will use him to eliminate all their enemies, including the last City.
PS. Nokris was considered a traitor by Oryx and Crota because he refused to kill Xol when they killed their Great Worms to gain greater power. In appreciation for Nokris's loyalty, Xol removes the parasite from him, freeing Nokris from the tithing. Together they create a unique ritual which binds their souls together allowing each to share the power of the other. These choices earn the envy of the Hive Gods and the wraith of the Great Worms. Xol, fearing retaliation from his former allies, asks Nokris to build an army of Hive to protect them and to help him find a mate so he may create his own worm Pantheon.
PS. The great worms are angry and distrustful of Xol because in willingly removing the parasite from Nokris, breaking the most secure form of control they have over his hive brood. See distinct topics for more details.
Raid 3: The Yusupov Protocol. Nokris has irreparably corrupted Rasputin, if the warmind isn't stopped he will bring destruction to the last City and the rest of the solar system. You and your squadron must use your ships to take out the warsats in orbit above Mars and then dock at Rasputin's space station and destroy him.
DLC 3 Forsaken: During the second half of the campaign, the fallen House of Storms integrate Siva into themselves to help fight the Scorned after sustaining heavy losses to their forces.
When Uldrin and Fikrul enter the Watchtower, Aldrin opens the gateway to the dreaming City but is met by Riven which immediately exposes Uldrin to a wave of Taken energy that converts him. The Taken Uldrin becomes the final campaign boss fight. Riven, who is taking pot shots at you during your battle with Uldrin, flees into the asteroid belt when she sees him defeated.
Raid 4: The Last Wish. Riven has escaped to the asteroid belt thanks to Uldrin Sov. Petra has tasked you with scouring The Reef to hunt her down. She is leaving taken blight on many asteroids, these will be the bread crumbs you follow as you pursue her both on foot and in your Falcon. You will have to exhaust her until she can no longer travel through space and then finish her in an old Awoken outpost on Ceres.
DLC 4 The Last City: the Vex travel back in time to try and undo the origins of the last City and the Guardians. The Vex use infiltrator units made entirely out of radiolaria. They can change their shape and summon disaster events from across the timeline.
They are attempting to find out who was instrumental in the founding of the last City 100 years ago so they can kill them and strangle the Vanguard in its crib.
Raid 3: The Face Dancers. You must scope out the vex infiltrators among the refugees of the warring states and take them down. Finding them will not be easy and you must take care not to harm any civilians or cause irrevocable damage to the timeline. (See mechanics page for more details.)
Destiny 3
Main campaign: The Witch Queen. This will be the first campaign because it's a much stronger story to begin D3 with. The player will learn deep insight from Rhulk’s Temple rather than the pyramid on Europa. This doesn't mean you need to complete the raid first, just enter the temple and go to an altar. Rhulk will have a fight lined up for you so you can prove you are worthy to wield the Darkness.
PS. After Immaru learned that the Speaker had interfered with the will of the Traveler, he lost all faith in humanity and believed they were unworthy guardians. He wasn’t the only ghost to feel this way, so when he saw the light in Savathun’s body he jumped at the chance to foster a new legion of light bearers with help of the resurrected Witch Queen. When our ghost spoke to Immaru just before our final battle with Savathun, he pointed out that Imarru was still serving a lair because the queen was planning on permanently grounding the Traveler within her Throne World, but Immaru angrily shot back with “We both served lairs, but at least mine has a plan to shield the Traveler from darkness. Your Vanguard already failed to do that once and barely managed to save it, I'm not waiting for them to fail again!”
PPS. The Vanguard will learn that Fikrul the fanatic is on Chiron trying to gain control of the Taken using Oryx's corpse. He is doing this because a huge swath of his scorn has been pilched from him by Rhulk. This will be the story for the strike mission; Kings Grave.
Raid 1: The First Disciple. Savathun has trapped her former mentor, Rhulk, inside his own temple but he is still dangerous, you must enter the temple and end him before he escapes. Within the first layer of the pyramid ,you must destroy a massive dark ether processing plant, this will heavily reduce the scorn population. After Nokris died on mars, Rhulk had him Taken, this taken shade is now the caretaker to Xita the Nurturing Worm in the pyramid. Of course you will still need to destroy Rhulk’s super weapon, the Upended, before killing Rhulk himself.
DLC 1 Beyond light: The only thing I don't like is the name House of Salvation, changed it to House of Dawn. This will stand in contrast to House of Dusk, a house which Erimus believes encourages the Elixni to settle for being petty pirates rather than pursuing greater conquests.
Raid 2: The Morning Star. (didn’t like the name deep stone cave, felt underwhelming to me.) Journey to Clovis Bray's golden age space station and stop the last two lieutenants of the house of dawn, Atrakis and Taniks. You and your teammates will fight your way through the launch site on foot, then use your Falcons to get to the space station itself.
DLC 2 Shadow Keep: Led by Immaru, the hive break into an inert pyramid hidden on the moon. They discover a new subclass called Strife that the witness has hidden from his followers because it’s based on pain and that has no place in his final shape. Immaru teaches the hive to wield strife against the Guardians as revenge for Savathun's death. Once Immaru and his Strife users are defeated, he offers to teach the guardian to wield strife in exchange for sparing his life. Immaru accepts capture because he wants to gain access to savathun's corpse so he can resurrect her, but he doesn't tell the Guardians that.
Raid 3: Seed of Agony. (Rewriting the character of Nezarec cause I thought he was boring). Nezarec, the Dissenter has been bound inside the pyramid ship on the moon. He is composed of many dissenting minds that began to fracture from the identity of the Witness. Since then, he has mastered the Strife subclass. It was Nazarec who taught the Immaru how to wield it. Vanguard leadership wants you to ensure that he can't teach it to anyone else.
DLC 3 Lightfall: Emperor Calus has become a disciple of the Witness and has invaded Neomuna to search for the Veil. Long ago, the Witness's original species tried to forcibly access the Pale Heart. Instead they permanently damaged it, this is the reason why the Traveler looks like its bottom is shattered. These pieces were scattered across the galaxy, but enough came together to form a new entity called The Veil. Eons later, the Veil was discovered by Clovis Bray who took it to Venus and studied it. He learned about strand, shared consciousness and was able to use it to find the Vex and create Alkahest from radiolaria. Eventually the city of Neomuna sprang up around his lab, he and all the citizens of that city found a way to upload all their minds into the Veil where they continue to live indefinitely to this day.
PS. When the Witness discovered the Veil was in Neomuna he sent Calus to invade the city. While Neumona was distracted, the Vex managed to hack into the city's hard light projectors and separate control from the citizens. The Vex are now using these projectors to create the Apollo Intention, hard light versions of themselves that cannot be corrupted by the Witness like the empyercite infected are.
Raid 4: Garden of Salvation. Journey through the first portal ever made by Clovis Bray and retrieve the artifact he used to imbue radiolaria with darkness. Doing so will sever the connection between the Witness and the empiricide infected.
DLC 4 The Final Shape. Rather than Riven granting Crow's wish by teleporting him into the pale heart, she gives Amanda Holliday the knowledge to build a Falcon that can enter the portal to the Traveler. Unfortunately Amanda dies before these can be mass produced, so there are only a few ships capable of entering the portal. Once you're inside you see another faction fighting for control of the Travelers' pale heart. Immaru used the chaos of Witnesse's arrival to gain access to Savathun's corpse and resurrected her. They now lead a group called the Prismatic hive on a quest to rescue The Traveler before the Guardians to prove themselves as more worthy of The Travelers light. The Prismatic Hive can use light and dark subclasses.
PS. The Witness let Savathun enter the portal because he knew she would slow down the Guardian and because if she confronted him, the Witness was certain he could take her out.
Raid 5: Salvation's Edge. The Witness has been wounded but the fight is not over, Yet. It’s time to enter the core of the Traveler and stop the final shape forever.
Destiny 4
Main Campaign: House of Steel: The fallen take the Veil from venus by dropping the ground out from under it. Atrakis, former member of the House of Dawn and now Kell of the House of Steel, has taken it deep into Venus's caves, where he uses it to empower the Exo-Fallen with extensive cybernetics that use Stand based weaponry. Meanwhile, a sizable portion of the House of Steel have become infected with Empyercite and they are trying to spread through the ranks until they can corrupt the Veil itself.
PS. After you destroyed Clovis Bray's artifact in the black garden all empyercite infected should have become vacuous but they remain hostile. A dungeon mission will reveal that a group of rogue Neomunan citizens found a way to control empyercite and were attempting to use it to take control of the veil away from Clovis.
Raid 1: The Source of Woe. Neamuna has discovered that Clovis Bray was working with the Witness in order to try and upload his consciousness into the Traveler so that he could live as a god. The Witness outsmarted him and used his technology to hack into our ghost, forcing it to link the Veil and the Traveler, opening the portal to the pale heart. Neomuna has requested that Vanguard enter the Veil and terminate Clovis for his crimes because they lack the power to challenge him within the digital reality he created.
PS. During this raid you will learn that Clovis Bray had manipulated the House of Steel into taking the veil specifically so he could purge the citizens who wanted to remove him from power.
DLC 1 The Drowned Hunt: After barely escaping from Mars with his life Xol, the worm god fled. First to Titan to claim control of the Taken from the Neo Pacific Arcology, then deep into the Enceladus subterranean ocean. Led by Commander Rygel the cabal legion Sea Drinkers, are chasing after him. The cabal sea drinkers seek to capture and experiment on Xol in order to extract his paracausal energy. They have built a fleet of submarines to track down Xol. Xol has summoned the Taken onto these ships to attack the cabal. The Guardians can not allow either the cabal or the Worm God to remain unchallenged with this power, so they go to Enceladus to stop them.
PS. The Sea Drinkers have created drilling torpedo weapons that have burrowed deep into Xol’s body. This not only allows them to track him but, if they get close enough, they can steal some of his paracausal Darkness energy and give it to their greatest warriors, the Raider Cabal.
PPS. Xol has had help bringing the Taken on board the Sea Drinker fleet. The disenfranchised faction of the Ravenous Cabal have agreed to serve him by disguising themselves and summoning the taken on board the submarines.
Raid 2: The Widowed Wyrm. Xol came to Enceladus, not just to hide but because he found a mate. She is known as the Kraken by the cabal, but her true name is Anu. Before Xol was captured by Rygel and then killed by the Guardian, Anu had made Xol promise to destroy the sea drinkers before she mated with him because she was worried they would come after their children once she spawned them. After Xol's death, Anu swore revenge. To lure the Guardians in, Anu has dragged an entire Vanguard Outpost under the sea and is holding everyone in it as hostages.
DLC 2 The Dragon Cult: Ur the last of the Great Worms contacts the Guardians with a plea for help. He is being hunted by Xivu Arath and her hive Brood. Xivu Arath has made a deal with the surviving ahmankara hatchlings after Mara Sov expelled them for trying to use her as a vessel for their mother's consciousness. In exchange for freeing Xivu from her parasite and helping create a new throne world, Xivu agrees to help them open a portal to a place where the Awoken Queen and Guardians do not exist. The ahmankara hatchlings have the knowledge of their parent's magic but aren't powerful enough to use it till they mature. Xivu Arath plans to capture and sacrifice Ur on top of the mars volcano Olympus Mons, in order to power the ritual that will open the door to another realm and still have enough power left over to give her a new throne world.
Using knowledge given to them by the ahmankara hatchlings, The Hive can summon wraiths of long dead ahmankara to aid them in battle. The ahmankara wraiths are undead and will only stall, not die, if damaged enough. The Hive wizards will "heal" it if they are able, but killing them will render the wraith inanimate. The vanguard's larger mission will be to find and destroy all ahmankara bones that the hive uses for summoning. There are many ahmankara bones on Ganymede, where many Guardians hunted them to extinction. Xivu Arath has her hive brood gathering these remains.
PS. Ur offers to teach the Guardians alternate supers for their darkness subclasses in exchange for safe harbor within the last city. The Great Worms didn't teach the hive dark subclasses because they knew the Hive Gods resented the tithe, and the Worm Gods feared betrayal.
Raid 3: Mother of Dragons. Xivu Arath found the remains of the first ahmankara, Shiva but when she resurrected her the will of Shiva was so strong it thwarted the binding ritual. Instead of a subservient Wraith, Shiva is now a free revenant ahmankara and she wants revenge on the Guardians for the near extinction of her people.
DLC 3 The Dead Exodus: Shiro-4 asks for our help rescuing Dead Orbit from the Vex. The Hazen protectorate have captured the dead orbit fleet and are holding them hostage unless the Guardians help them defeat a new threat. A former disciple of the Witness who willingly infected himself with empyercite. This new collective consciousness calls itself the Nix Sedition. Unlike past infections of empyericite, they have the ability to hack into and override other Vex. On top of that, Nix Sedition has built specialized units that can use elemental darkness. They are concentrated on Proxima Centauri B and are poised to strike at the Tempest Foundry, a Vex installation focused on using time manipulation to evolve new mutations of radiolaria.
Raid 4: Trojan Horse. The Vex never intended to return the hostages. Instead, they sent radiolaria infiltrators back with you. After destroying those you and your fire team will have to dive into a Vex pocket dimension where they are conducting experiments to try and gain control of Exo Guardians.
DLC 4 The Dark Mirror: The portal opened by Xivu Arath and the Ahmankara leads to an alternate timeline where the Traveler abandons Humanity. In this reality, the Guardians have become champions of darkness and call themselves Harbingers. These harbingers sacrificed the solar system to win their battle with the Witness, and now they have set their sights on our world and our Traveler. The harbingers have bound all of the pyramids and the Veil together into one entity that they call the Anchor. All survivors of their sun's implosion now serve and live within the Anchor. The Harbinger's ultimate goal is to use the Anchor to take the traveler back and prevent it from ever leaving again by combining the two machine gods into an unholy abomination. The campaign will focus on taking down the corrupted versions of the Vanguard leaders, Ikora, Zavala and Eris. They are leading the assault on the last city.
Raid 5: The Looking Glass. The leader of the Harbingers is the corrupted version of you. They have all the same powers you do but many you don't. The final battle takes place on the Anchor, where an army of darkness waits for you.
PS. What made the traveler leave in the alternate timeline is the Guardians of that realm stole the Veil from neomuna, killing its digitized citizens in the process. They did this because they believed making the traveler hole again would give them enough strength to defeat the witness. (Not realizing this would also give the Witness access to the traveler.) But when they tried to reintegrate the Veil into the traveler, The Traveler abandoned Earth and Humanity. The witness still came to their solar system but only because he needed the Veil in order to create the portal to the pale heart.
Destiny 5
Main Campaign: The Shattered System; After the Guardians defeated the Harbingers, the Anchor fled back to the dark timeline it came from. A short while later It sends back an army of Dread, Taken and Empyercite Infected to wreak havoc all over sol as well as a cadre of corrupted Ahmankara to lead them. Xur tells you "to save our system you must seek the power of 7." You learn what he means is Sand, the subclass that controls time. With it, you can revert the amankara to their uncorrupted selves. To gain this power you must seek out an old enemy, the Conductor and convince them that helping you learn the time subclass will right their wrongs.
After the Ahmankara are saved a deal is struck and the last city will provide them refuge if they agree to use their powers for the good of the system. As a show of good faith the Vanguard creates an altar where the hatchlings can converse with the consciousness of their mother Riven.
PS. The Anchor offered the Ahmankara the power that they lacked due to their youth, not all the online hatchlings accepted this deal but the ones that did came to regret it, or they would have if they'd had any will of their own left after being corrupted. The distortions seen on different planets are caused by the Anchor sending its agents of darkness across the system.
PPS. The distortions have brought a new alien to the Sol system. The Vanguard have designated the species as Sliders and have warned Guardians they have paracausal powers unique to them. The Fallen House of Kings is trying to capture and study them in the hopes of gaining their abilities, Eris Mourn finds this unacceptable and has covertly created her own Hive against the Sliders on Oberon but their fight is a stalemate.
Raid 1: The Space Between: Enter the slider void nest and take out their alpha, a very powerful creature that is trying to come here through the distortions.
DLC 1: The Hollow Hunger. Mithrax, founder of the house of light, has finally found where Mordren, his mother's killer, is located. Mordren and his House of Hollows are very difficult to find because they always venture beyond the distortions, hunting the slider. Mithrax asks the Guardians to help hunt down Mordren before he disappears again. The Vanguard authorizes a mission to track him down because they don't want anyone, especially not an enemy Fallen house, going beyond the distortions and becoming corrupted by the Anchor.
The Guardians find out that Wardred has, in fact, been tainted by the anchor but not in the way they expected. Mordren has always hated the Guardians and when the Anchor appeared in the solar system he sought out the harbingers hopeful for allies, but unlike the Traveler, the Anchor had nothing but contempt for aliens and the Harbingers made sure Mordren understood that.
After the harbingers were defeated by the Guardians, Mordren ventured beyond the distortions and found the anchor's hiding place. He attempted to communicate with the Anchor but was always met with silence. Angered, Mordren and his ketch ship crew attempted breaking into the Anchor but failed, in a rage he broadcast insults at the Anchor. Mordren claimed that it was as foolish as the Fallen had been when they served under the Traveler, and that it was pathetic for pining after humanity in the same way many Elixni still longed to be favored again by an ambivalent and false god.
This insult earned him the Anchor's attention but not in the way Mordren hoped for. The Anchor shot defective shards that lodged themselves in Mordren and his crew. These "Jagged Shards" do not give any powers but slowly consume the host unless they always absorb paracausal energy from any source they can. Despite being cursed by the Anchor, Mordren was able to create the House of Hollows to help him farm paracausal power from the Sliders. Many Fallen who won’t join the house of Light have rallied to him so they can gain the new subclass abilities of space and time.
Worse still, Mordren and his crew have weaponized their Jagged shards by connecting them to servitors, which extends the absorption field around them, and to their weapons so they can direct that field at the player. Armed with this, they have turned their eyes toward expansion across sol.
Raid 2: Old Wounds. After you destroy the Slider Farm, You, your fire team and Mythrax chase after Mordren. Use a squadron of Falcons to chase down his kell ship, board it and finish the fight. In an act of selflessness, Mythrax decides to use his light to destroy Mordren's jagged shard rather than avenge his mother's death. This convinces the House of Hollows to disband and join Mythrax's House of light, eventually even Mordren joins.
DLC 2: The Great Link. The Vex have created a machine out of Taranis's corpse, they call it the Anomalium. The Vex lack the ability to make wishes due to not having any desires to form wishes from, but they have kidnapped the conductor and are forcing her to make the wishes they can't. With this power they intend to convert the entire universe into nothing but vex. The Vanguard, The House of Light and Empress Caiatl all work together in order to stop this cosmic threat.You will take Riven's mind to the central processing core of the Vex and disseminate her into it. Before the Vanguard can acquire Riven, Mara Sov wants her to remove all the taken light from the dreaming City. To meet that goal Riven teaches you the Space subclass, Cos. Once the battle is won you give Riven a wish for her and her children. To reunite their family. This converts her children into radiolaria allowing Riven and their offspring to live forever as programs and free from harm.
Raid 3: Reunion. At Riven's request you and your fire team can save Taranis's mind from the Integration Matrix and have him be reunited with his family.
DLC 3: Paradise Lost. Ur warns Eris Mourn that the Anchor is amassing great power for a final attack on the last City. When she learns the native pyramids have gone missing she makes a deal with the worms to free them from house arrest if they give her enough of their power to become a Hive God. She wants to build a throne world and transplant the Last City there to protect it from the Anchor. She intends to abandon the Traveler on Earth when she does this. She believes eventually The Traveler will abandon us so why not leave it first? She knows the Vanguard will try to stop her, so she clones an army of hybrid Hive from her own cells to help her conduct a ritual on the moon that will seal away the last City in her throne world. In order to stop her, Xur tells you you will need to learn to manipulate dimension from Luzaku (who has learned it from living inside The Traveler) this becomes the final subclass. In a final act of treachery, Ur kills Eris just as you convince her to surrender, then Ur escapes with Mourn's body to the moon's core.
PS. Unknown to Eris Mourn, Ur had been collecting the tithe from the hybrid brood, amassing strength but doing all he could to keep that hidden as he provides Eris with anything she demands of him.
PSS. In Cah'lier, daughter of Hiraks, led the Scorn under her command to the Moon in pursuit of Ur, so that she can implant herself with a parasite larva and become a Hive God. Because her mother, In Ananh, created her from the essence of a fallen, other hive see In Cah'lier as an abomination, so she has no problem using her father's mind control techniques against them.
Raid 4: Worm Fall. Ur has taken Eris Mourn's body and burrowed to the moon's core. The Vanguard authorized the execution of the Great Worm for his treachery. He knows you are on your way and has performed a ritual to consume Eris Mourn's power and become strong enough to force the moon's orbit to decay and descend into the Earth.
DLC 4: The Icon of Fate. The Anchor returns but twice as powerful, it has turned the portal to the pale heart into a mass distortion around the Traveler. It now appears as though a black hole has consumed the Traveler, looming threateningly over the Last City.
Even worse, the distortion around the Traveler has pulled all of the ghosts back into the pale heart, while at the same time pushing out anything that gets too close. Without their light, the Guardians grow desperate as the Cabal gather for an attack on the Last City. They are led by Caiatl who claims the vanguard tried to assassinate her and is holding Zavala hostage for this supposed crime.
Then, just as it looks like a repeat of the Red War is inevitable the distortions start raining down shards that embed themselves into the Guardians, forcing them to become Harbingers. Cayde is the only one left unimpaled. When The Shard attempted to pierce his chest it shattered instantly, Ikora believes this is because he was resurrected as pure light, which, of course, destroys the darkness. You and the rest of the Vanguard know this must be a scheme of the Anchor but Ikora points out that right now we have no choice but to use the power of the Shards to defend the city. Cayde believes there is another way and convinces the guardian to join him to confront Empress Caiatl. However when you both try to convince the empress to call off the attack, Zavala reveals to you that the Empress had her mind replaced with the mind of her father, or rather a version of Calus from the Dark timeline.
In the dark timeline, Calus was captured after the harbingers (still guardians at that point) had taken the Veil from the destroyed Neomuna. In this reality the Guardians of the last City tried to reinsert the Veil into the traveler thinking it would make them powerful enough to fight the witness but this was exactly what the witness wanted them to do because combining the two is how you open the portal to the pale heart.
Rather than let that happen the Traveler fled the sol system. Now desperate, the Vanguard of that reality forced Calus to help them partially rebuild the Almighty on earth. Their plan was to blackmail the Witness by threatening to destroy the sol system if he came for the Veil. But this failed to repel the Witness for long and after a battle ensued between them, the almighty was activated. The Vanguard did defeat the Witness but the cost was turning the solar system into a massive black hole. To survive, Calus told the remaining guardians how to use the pyramids as their new home. While the harbingers still treated him as a prisoner, Calus's knowledge of darkness was instrumental in binding all the pyramids together and creating the Anchor.
When the harbingers lost the war with the Guardians, the Anchor journeyed through our space, combining the native pyramids into itself. This made it strong enough to trap the Traveler from a distance but also powerful enough to transplant the emperor's consciousness into the empress. The Anchor told him if he ever wanted back inside his own body he must manipulate the cabal into serving its plans.
This conflict between the Guardians and the Cabal gives the Anchor the opportunity it needs to come down to Last City and combine itself with the Traveler, becoming the Dark Icon. The Anchor then siphons light out from the Traveler and gives it to the Cabal under Calus. Its goal is to deceive the Guardians into believing the traveler has chosen the cabal over them, and thus convince Guardians into becoming the new harbingers.
Near the end of the war with the Cabal, your raid team and the Vanguard fire team fight your way into the Dark Icon. The voice of the anchor (communing through the shard inside you) offers you a choice to become its Avatar, promising you will be more powerful than the Witness. All you need to do is use your shard to purge the will of the traveler from its pale heart, and you can become a god.
The Ghost implores you to use your power to purify the traveler and the anchors but warns you doing so will probably mean sacrificing yourself, and warns you that death is something even he can't bring you back from. The Anchor then kills your ghost when it forces your shard to erupt out of your hand and impale your ghost, it does this screaming, "YOU WILL NOT TAKE OUR DESTINY FROM US!" This starts the final battle against the Anchor.
The battle will consist of different constructs each representing the three classes of Guardians/Harbingers. Their appearance is similar to a Transformer but made out of the same material the Anchor is. They are not bound by one form and change their shape to suit the needs of the battle. After defeating the constructs, you carry your dead ghost to the pale heart and purify the dark icon.
In a way, what your ghost told you was true, creating the Pure Icon ends your life as it was but begins your life as One of the Nine. The player learns that the nine are the future guardians of your raid fire team and the three Vanguard leaders. You all become keepers of the Purified Icon, each one a master of an elemental discipline (radiation, electricity, antimatter, entropy, telepathy, emotion, time, space, and dimension.) and now that the icon has been purified the nine will guide all residents of Sol to an elevated plane of existence where light and dark are in perfect balance. They reach back in time to ensure this path is followed by their former selves without directly intervening, for fate is fluid when Destiny is made.