Destiny 2 Season 18 Grandmaster Nightfall Guide

Grandmaster Nightfalls have returned to Destiny 2 in Season 18. These pinnacle end game activities task Guardians with venturing through challenging versions of well known Strikes in the search for level up materials, Adept weapons, Triumph progress and more. Here's your Guide to all of the Season of Plunder Grandmaster Nightfalls.

Destiny 2 Season 18 Grandmaster Nigthfall GuideWhen reset hits on October 4th, the long-awaited return of Grandmaster Nightfalls for Season 18 of Destiny 2 arrives. Many players have been clamouring all season for the opportunity to take a crack at one of Destiny’s prime endgame activities. With about 8 weeks left on the Season of Plunder, now they can.

The minimum Light Level requirement for this season is 1595, +15 to the Pinnacle Level cap, and you will have to hit that number or higher to even participate in Grandmasters. These Strikes have the beloved Contest mode modifier constantly active, putting you and your fireteam at a continuous 30 Light Level disadvantage. You must fight with tooth and nail, dirty tricks and masterful tactics.

If you manage to walk away alive and unscathed (with Platinum rank, of course) you can earn yourself some nifty new rewards and shed loads of level-up materials and Exotics to boot. Additionally, complete all 6 of Season 18’s Grandmasters and you will earn the opportunity to either earn or guild your Conqueror Title. When you spawn into the Tower, a little bit of bling and prestige for the blueberries.

Here’s everything you need to know about the Season 18 Grandmasters. This includes what foes you will be facing week-in, week-out, what Champion and artifact mods you will want to bring and what exactly you will be rewarded with for your time. 

Want more Destiny 2 content? You can find more here on KeenGamer:

  1. Destiny 2 Season of Plunder: How it Works
  2. Destiny 2 Eruption: Iron Banner Guide
  3. What Should Be Done About Divinity in Destiny 2?
  4. Destiny 2 Arc 3.0 Explained: Keywords, Builds and Exotics
  5. Destiny Community Faces Difficult Conversations About Toxicity 

Season 18 Grandmaster Nightfall List 

First off, let’s discuss what challenges you will be battling against in Season of Plunder. You may have already experienced most of these, especially if you’ve dabbled in the Nightfall Strike playlist this season. However, now, Strikes are supercharged with more Champions, more shields and more death. Lots more death.

The 6 Grandmasters you will be tackling this season are:

  • The Glassway
  • The Lightblade
  • Fallen S.A.B.E.R.
  • The Disgraced
  • Exodus Crash
  • The Devil’s Lair

Each Strike has a different set of enemies and obstacles that you will need to gear up for. This includes various Champion mods, Exotic weapons and armour and even the Super configurations your fireteam decides to use. 

The Glassway

The Glassway is the only classic Strike on the icy moon of Europa. It released alongside the Beyond Light Expansion and tasked Guardians with closing a portal to the Vex home world, which if left wide open would spell catastrophe for all. Glassway is an infamously difficult Strike, especially in its cramped boss room and chaotic final fight. It’s a Strike with a mixture of Fallen and Vex enemies, both of which ask you to bring either Anti-Barrier (Scout Rifles, Auto Rifles and Sniper Rifles) or Overload (Bows or Machine Guns) weaponry. 

The first half of the Strike is mainly full of Fallen. You’ll find a lot of Overload Captains and Barrier Servitors hanging around the tight icy corridors of Europa. Keep an eye out for the Shanks and Vandals that roam around the edge of each arena: both can engage you at much longer ranges than you will likely expect and at 30 Light under, they can take you out very fast.

Europa

Europa

The first major encounter can be considered a two-part fight against two large Fallen Captains. They wield Stasis and will try to freeze and trap you if you get caught lacking. All the while, Dregs, Vandals and Champions alike will all be trying to take you down. The first room is a large circular room on a slope that has a decent amount of cover, but snipers have an easy way to pick you off. The second room is a bit more narrow, with walkways on the left and right leading to the Captain in the middle. Getting close enough to deal damage will likely be a death sentence so try and fight them from far away to achieve the best results.

After some platforming around Vex ruins and mechanical structures, you’ll come to the next major roadblock. Vex Radiolarian Fluid covers the entire arena ahead of you and to drain it, you need to capture and hold a plate. As this is happening, Shanks and Heavy Model Shanks will come raining down on you. With Match Game active, the Solar Shields that a few of these enemies have will be very irritating so make sure to bring a Solar weapon. The best way to get this done is to have one brave Guardian play martyr and try to keep the plate active for as long as possible (preferably with a Bubble or Well) while the others hang back behind cover. Once you’re done with the plate, the rest is pretty simple: watch the Champions, deal with the pesky snipers and move into the final dreaded room. 

The final room is where this Strikes gets its horrid reputation. There are a tight set of rooms on the left and right. The boss(es) are two Hydra model Vex, one regular and one massive size. As the fight drags on, more adds will spawn and the two bosses will switch in and out depending on how much damage you deal. The main difficulties here are the Overload Minotaurs (who will relentlessly rush you and easily take you out if you aren’t ready), the Wyverns and getting trapped into one of the rooms with very little ammo. Remember to keep moving about the field, even if it’s only back and forth in the left and right rooms, as it is easy to just languish until the 45-minute timer runs out.

The Glassway

The Glassway

The Lightblade

From one hellish Strike to another, welcome to The Lightblade. Introduced with The Witch Queenthe Lightblade Strikes reunites us with one of our… friends from the Dreadnought back in Destiny 1. Now reborn in the Light of Savathun, we must venture into the Temple of Oryx and defeat the Lightblade to claim a relic of the Tablets of Ruin. This is a Hive-centric Strike, complete with Light-Wielding Hive. You’ll need to bring Anti-Barrier (Scout Rifles, Auto Rifles and Sniper Rifles) and Unstoppable (Pulse Rifles and Shotguns) to deal with everything this Strikes throws at you. 

Perhaps the biggest problem you will face in the coming Strike will be the dense amount of enemies. From Acolytes that will take you down in a second with their grenade to the Lightbearer Knights whose Shield attack will kill you in a single hit, there’s always a lot of stuff coming at you. Stick near the cover and don’t try to play the hero. Specific to the Knights, try not to group up too much (unless you’re in a Well or such) as one Shield attack can kill all 3 fireteam members in one fell swoop. As an aside to that, make sure to bring the appropriate shield types (Arc and Solar, mainly). 

The Throne World

The Throne World

The first major roadblock will be the fight inside the Cathedral. Knights and Wizards are the biggest priority here, as they will slow or kill you in a single hit if you let them linger too long. Several Lightbearer Titans will also appear and they can be very deadly if left alive – especially if there are several on the field at once. Use Supers, Suppression, anything you can to try and take them down. 

The next step the boat ride followed by the swamp run. For the boat, just try and move as much as you can. When you get to the long canal, hop off the boat and take the platforms on the left and right sides instead – it is much safer and allows you to carefully deal with the adds. For the swamp, you just need to leg it. If you have a confident Invisibility Hunter, Restoration Titan or some other powerful force of survivability, you could allow them to go ahead alone. This has risks and rewards and can backfire quickly if you go forward unawares. 

Finally, the Lightblade himself. Don’t be afraid to make use of both levels of the arena. Hopping to the ground for a few moments can mean the moments between life and death and may even distract the boss long enough for your teammates to get out alive. Be careful not to get overwhelmed by the adds and Knights, as it is easy to get sandwiched between the Lightblade and a particular nasty pack of Thrall. Additionally, try and coordinate your team when you know that Knights and Lightbearers will spawn – if left unchecked, they will cost you the run. They will spawn when the Lightblade hits his health thresholds but also when that phase begins. Most of all, be ready to react on the fly and don’t panic if someone goes down. 

The Lightblade

The Lightblade

Fallen S.A.B.E.R.

Guardians have been running this Strike for a long time and while it isn’t the hardest Nightfall (not by a mile), it does have some nifty tricks up its sleeve. Fallen S.A.B.E.R. asks you to help good old Rasputin out with a pest problem – the Fallen have infiltrated one of his bases in Old Russia and you need to stop them. As the name suggests, this Grandmaster is mainly Fallen so Overload (Bows and Machine Guns) and Anti-Barrier are needed (Scout Rifles, Auto Rifles and Sniper Rifles). Arc and Void weapons are recommended here to deal with Match Game.

Honestly, the main difficulties with this Strike are the starting segments. If you can pass the Warsat, you can clear the rest of the Nightfall. When the Fallens Skiffs start to approach, be sure to fill their turrets with a few holes – the guns deal a lot of damage if they hit you and they are relatively easy to take down. As for the enemies themselves, you can catch a few as they exit with AoE weapons or grenades but don’t get too cocky. Additionally, be sure to kill all of the Champions before taking the plate to 100%, or else you won’t get Platinum. Play cover, retreat if you have to, even push up to where other ships used to be to put some distance between the enemies and you. Anything to claw your way through. 

Cosmodrome

Cosmodrome

The next segment with the small room filled to the brim with Overloads, Anti-Barrier Servitors and Shanks can be a pain, but it is mostly harmless. Play defence inside the left corridor, taking out most of the fodder not protected by the Anti-Barrier shields before stunning both Champs at once to secure the final few kills you need. Be ready to move as soon as you activate the core, too, as more Sniper Shanks and Overload Captain will spawn straight away. 

Arc 3.0 makes the ball-running section trivial, with Amplify giving you enough speed to complete blitz through and avoid the lightning. If you aren’t running Arc, have two of your team act as defence and shoot down any Shanks that spawn as your runner tries to get close. The room after this is like a mini version of the first room, only with a bit more cover to work with – Supers and Heavy will clear this room quick time, just make sure to watch out for invisible Vandals lurking around.

After one final room chock-full of Overloads, you will meet S.A.B.E.R. The best way to deal with this mega Shank is to just keep moving and stick to cover. Be aware of the lightning in the area as staying in the wrong place for even a moment will fry you. Fortunately, S.A.B.E.R. themselves doesn’t do an excruciating amount of damage (compared to other Grandmaster bosses) so it is mainly about staying on your toes with the Shanks and environmental hazards. When it switches phases and spawns even more Shanks and Servitors, play it safe as one or two shots will take you down. The adds here aren’t hard to kill but underestimate them and you’ll find yourself a few Rez tokens down very fast. 

Fallen S.A.B.E.R.

Fallen S.A.B.E.R.

The Disgraced

Another revamped Destiny 1 Strike, the Disgraced is another trounce into Old Russia. This time, Shaw Han asks you to deal with a Taken Witch called Navota in a mirror of the old Omingul Strike. As you will be dealing primarily with Hive, the main weapons to bring are Unstoppable (Pulse Rifles and Shotguns) and Anti-Barrier (Scout Rifles, Auto Rifles and Sniper Rifles). You will be fighting a few Fallen as well, though, so all 3 Shield types will be present. 

The first room is a fight against the Fallen and a lot of them. Anti-Barriers roam the halls and corridors alongside some very pesky Vandal snipers. You’ll be mainly contained to the room by the stairs for a large portion of the fight so don’t become disillusioned. The enemies can see you far better than you may think and if you get unlucky with how many see you, it can cost an unnecessary Rez. Cover in the stairwell is much safer as you only have to contend with the enemies directly ahead of you. 

Navota's Lair

Navota’s Lair

The next section with the Hive assault outside the final Destiny 1 Earth mission can catch you off guard. Between the long-ranged Wizards and the Hive Knight Boomers, being caught unaware will be severely punished. It is recommended to wait going outside of the room until you clear the closest set of enemies – even if you have good survivability, it is debatable whether it can survive the onslaught of 2 Hive Boomers, a bunch of Acolytes and Thrall and a Wizard or two. Safely pick off the first batch (as well as the Hive Knights if you have a suitable weapon) before moving forward to clean up the rest.

Before you reach Navota, you will have to make it through a pesky portion involving a lot of Ogres, Wizards and a slope. Two Wizards will be blasting you as you try to approach. making it very difficult to find any appropriate cover. You can’t play too passively, however, as Cursed Thrall will begin making their way towards you. Deal with them and be ever mindful of the Unstoppable Ogre lurking just around the corner. Take out the Wizards, go for the Ogre and watch the Knight on the platform high in the sky. Once you’ve made it through here, you have to fight Navota herself.

Unlike Destiny 1, this room now has 2 sections – the upper section is identical to the original, but a carved-out section of the floor gives more room to move about. The main reason why Navota is so irritating is that she has a Solar shield on top of having attacks that will confidently burst your down in a matter of seconds. The shield is the main issue, however, as it will slow the fight to a crawl if you don’t have a way of dealing with it. Add onto that the various Unstoppable Ogres that come lumbering out of the walls as well as the Thrall that you can easily forget, and this is a fight where you need to be ever mindful of your surroundings.

The Disgraced

The Disgraced

Exodus Crash

Another annoying Grandmaster to add to the list is Exodus Crash. The annoyance here comes particularly from how slow some parts of the Strike can feel, with it feeling sluggish to fight the boss or progress past some of the larger segments. You must aid Failsafe in stopping the Fallen from tampering with the remnants of the Exodus Black. This Strike involves the Fallen (again) so use your usual suite of Anti-Barrier (Scout Rifles, Auto Rifles and Sniper Rifles) and Overload (Bow and Machine Gun). The main shield will be the Solar shields of Shanks, an ever annoying thorn in your side.

The irritation begins instantly with having to collect the Arc charges on your sparrow. Go too fast into a group of Pike-riding Dregs or forget about a Vandal and *boom*, you’re toast. It is honestly better to just walk through this part, picking up charges and picking off Dregs with your primary as opposed to risking it with a Sparrow or Pike. The adds themselves aren’t much of a threat in this part, or the next with the lead-up to the plate, but watch that you don’t make some silly mistakes and get lose some Tokens for it. 

Exodus Black

Exodus Black

Next comes the plate. Pair having to stay in a stationary location with a room full of snipers, Servitors and Shanks that will electrify the platform you’re on and you are certainly in for a rough time. Prioritise the Servitors as they will shield the other adds, making them infinitely harder to deal with. While the snipers are irritating, the Shanks are worthy of more notice – allowing a few to slip through will make your one safe place very unsafe, very quickly, so take care of them. Aside from using Supers at strategic times, just try and stay as close to cover as possible and deal with the high-profile targets first. 

After another charge collecting section and a brief brawl against a Spider Tank and Minotaur combo (where the main advice is just to get as far away as possible), you will enter the final fight. This fight will be hectic and chaotic, mainly due to the lack of cover and the combination of the boss’ invisibility paired with the slow effect of the electrified platforms. It is impossible to keep track of everything so it is worth noting that you will let some Shanks through at some point and they will make life hard – just be prepared to adapt at the moment. 

Be careful when using your Heavy or Super here. The boss tends to vanish just as you are dealing good damage so make sure not to overdo it. Using your Supers on the waves of Exploding Shanks or the Anti-Barrier Servitors that protect them may be more worthwhile (depending on your build). Keep an eye on the radar for when he will appear and coordinate with your team so that you don’t end up stranded. The room doesn’t have a lot of protection so grouping up may be your best bet. 

Nessus

Nessus

The Devil’s Lair

Finally, we have the beloved Devil’s Lair. The classic Strike has returned and fortunately, after the endeavours that were the Glassway, the Lightblade and the Exodus Crash, this is relatively light and simple. Go and stop the Sepiks Prime of the House of Devils – simple as ever. This is the 5th Strike out of 6 that has some sort of Fallen involvement, so, one final time, grab your Anti-Barrier (Scout Rifles, Auto Rifles and Sniper Rifles) and Overload (Bow and Machine Gun). You will contend with all 3 shield types, so be prepared for that. 

As you battle through the first few sections of the Strike, there are a few Overload Captains as well as one or two Anti-Barrier Knights, but there is enough cover to make it through relatively unscathed. For the starting section after you transmat in, take a long way round through the left side: there’s a bit more jumping involved as well as some glitchy Acolytes who get stuck in the wall, but it is safer on the whole than making a straight dash. The first true encounter starts when you need to hold a point while Ghost opens a series of lasers. 

The Steppes

The Steppes

3 waves of enemies will spawn here and you will have to combat Shanks, Dregs, Vandals and Captains. There is enough cover around the room and by Ghost that you should be okay for protection, but make sure to keep an eye on your back. Vandals are known to spawn on the upper floor by the cargo crate and they will very easily take you down if you let them. Cleaning them up should be the priority. There is also a likelihood that you may be pushed back by the sheer amount of adds, especially when more shielded adds arrive. Don’t panic, just lay low a bit and even stall for Supers if need be. 

After a few more skirmishes, you will make it to a wide-open arena with a Spider Tank at the end. While you need to be cautious of the Tank, the main issues are actually the Brigs located on the left and right of the arena as well as various Champions set at key locations to trip you up. And they will trip you up. The Overload Captains can run up on you if you get too close and the Barriers will shield them every time you try to get revenge. You should only try to deal with the Champions once the Brigs have been dealt with, as they can destroy you very quickly if you’re not careful. All the while remember that the Spider Tank can, and will, kill you in a single hit so don’t stay still for too long.

Eventually, you will find yourself before Sepiks Prime itself. It is recommended that you and your fireteam take root in a small room on the left side of the arena. From there, you can see Sepiks as well as a good view of the adds on the right side without being too overly exposed. There are stairs leading up from the bottom and you’ll have to clean out the lower level from time to time so you don’t get overwhelmed, but this is the best location. Like with other hidey-hole, do not get complacent. If you play too passive you will run out of time and while Sepkis isn’t particularly hard, the fight can drag if you don’t step up. Take care of the Captains who will inevitably run into your room, make sure to strip the mini-Servitors of their Void shields and Sepiks should be a piece of cake.

Sepiks

Sepiks

Rewards for Season 18 Grandmasters

Now that you know what to do, what do you get from doing it? 

As previously stated, the main reason why many Guardians suffer through these Strikes is to Gild their Conqueror Title. Gilding turns the Conqueror Title orange as opposed to purple. It also adds a small number next to the Title based on how many times you have previously Gilded it. 

S18 Conqueror

S18 Conqueror

Perhaps the more lucrative and attractive reward, however, is the Adept loot on offer. Over 6 weeks, 6 different Adept weapons will be cycled through. Complete the Grandmaster on that given week and you have the chance to earn one of these highly sought-after weapons. The current rotation is:

  • The Militia’s Birthright Kinetic Breach Grenade Launcher
  • The Mindbender’s Ambition Solar Aggressive Shotgun
  • The Horror’s Least, Arc Rapid-Fire Pulse Rifle 
  • The D.F.A, Kinetic Adaptive Hand-Cannon
  • The Duty Bound, Kinetic Adaptive Auto Rifle
  • The Silicon Neuroma, Kinetic High Impact Sniper Rifle

The two brand new Adept weapons for this season are the Militia’s Birthright and the Mindbender’s Ambition. Both were previously available as Nightfall loot in Year 1 and Year 2 of Destiny 2 but they have returned with an Adept coating and a suite of new perks. If you want either of these weapons or another such as the Horror’s Least, you’ll need to complete a Grandmaster while that weapon is active. No other weapons will drop during that time (for example, the weekly weapon for the 4th of October is the D.F.A so only it will be Adept this week).

2 of the available 6 weapons will cycle out between Seasons, with the exact weapon being revealed at some point in the future. If you want to know which weapons will be disappearing come Season 19, make sure to keep up with This Week At Bungie. 

Best Weapons to Bring for S18

So now that you know what you’re fighting as well as what you’re fighting for, how do you fight it? The following section will be a series of recommended weapons that will best aid you on your journey through the various Strikes and encounters throughout Season 18. This varies from a more supportive role to raw DPS to Champion-busting capabilities. 

Make sure to balance your options based on the Shield types and Champion types of the available Strike. All Grandmasters contain at least 2 Champions as well as Match Game so make sure to have the appropriate Elements across your fireteam as well as a way to deal with the Champions. 

Kinetic

Perhaps the easiest option to start is with the king of Champion busting: Arbalest. With inherent Anti-Barrier, it is a perfect choice for a one-shot Barrier popping option that also deals very good damage as a Linear Fusion Rifle. Additionally, with both Disruption Break and Genesis (with the Catalyst) it is even a good pick for elemental shields. It is simply too good and too strong. 

Arbalest

Arbalest

There are several other powerful special Kinetic options for Barrier duty. With Anti-Barrier Sniper, weapons like the Silicon Neuroma, Thoughtless or even the new Defiance of Yasmin can all become very potent options. Snipers are a great Anti-Barrier choice with their long range and high damage making them adept at their jobs. Unfortunately, the cost of the mod is so high that many will overlook these choices in favour of Arbalest – 6 slots on your arms is a lot to give up. If you plan on running another Energy or Heavy Exotic and need something with a bit more punch, try a Sniper if you can spare the slots.

The new Trials Bow Whistler’s Whim is a Kinetic Bow capable of Overload damage. Bows are generally a pretty good pick for Grandmasters due to their high single target damage (for a Primary) and for well they apply Overload. This season is no different and so Kinetic Bows like Whistler’s Whim, Whispering Slab or Accrued Redemption can be potent picks. However, perhaps surprisingly, Wish-Ender is also a great choice – not for Overload, but Anti-Barrier, with the ability to pop shields in only a few hits.

Other good Kinetic options include Duty Bound (good Overload Kinetic), Smite or Merain or Piece of Mind (Pulses are the safer Unstoppable option this season) or you choose a Scout Rifle instead such as the Perses-D or Trustee for good Anti-Barrier coverage. 

Pulse Rifles

Pulse Rifles

Energy

Energy options have a bit more available to them this season. Divinity is a basic and easy choice, much like Arbalest, but that’s simply because it is so good. With inherent Overload and the ability to debuff on hit, your fireteam will be immensely grateful if you decide to bring along a Divinity. It is a great choice, especially against some of the more mobile bosses like in Exodus Crash or the Lightblade and stuns Champions in one shit. Overall a great choice. 

Other interesting picks include Le Monarque. In Season of Plunder, this Void Bow received inherent Overload as well, making it even better than it already was. Compared to other Overload options, the DOT poison from Le Monarque is capable of stunning a Champion multiple times in a single shot, freeing up other slots and abilities for easy kills. Le Monarque was already good and now it’s even better. If you want a different flavour of Exotic Bow, Ticuu’s Divination is a tracking Solar Bow that can also do Overload thanks to the artifact.

Le Monarque

Le Monarque

Considering that the 2 main Champion types this season are Anti-Barrier and Overload (with Unstoppable only being present in 2 of this season’s 6 Grandmasters), picking a good primary capable of either would be nice. The Sweet Sorrow or Ammit AR2 Auto Rifles are both craftables with a nice range of perks in either Solar or Arc, making them decent Anti-Barrier picks.

Other nice Legendary options include the Doom of Chelchis or Tempered Metal Scout Rifles. Both have good elemental coverage (Void and Arc respectively) as well as a decent selection of perks to choose from making them another good Anti-Barrier Option. If Overload is more your thing, Under Your Skin is a good Legendary Bow and weapons like Horror’s Least make a good Unstoppable option. If you’re feeling a bit risky with Arc 3.0, you could even try making use of the new Inquisitor Slug Shotgun for Unstoppable. 

Shotguns

Shotguns

Heavy

Heavy options have opened up a bit in Season of Plunder thanks to a few buffs and a Heavy focused artifact mod. 

Machine Guns are arguably the best option for Overload this season. If you want a strong and potent Exotic Machine Gun you can look no further than Thunderlord. It recently got both a Catalysts and innate Overload, making a great add clear and Champion-busting weapon. Compared to how it used to be, it’s a great and solid option that you won’t regret putting on your team. If a Legendary Machine Gun is more your style, the recent Quillim’s Terminus from King’s Fall can be crafted with a nice suite of perks or last season’s Chain of Command is a good Arc option. 

Thunderlord

Thunderlord

Aside from that, if you feel destined to use a Shotgun in Grandmasters this season (good luck if that is you), you can’t go wrong with Legend of Acrius. With a buff in the form of Trench Barrel and with Unstoppable Rounds, Acrius is sure to pack a punch, especially with Arc 3.0. If you can get close enough, it can shred Champions in only one or two shots… the main problem is actually getting to them without dying. It is still an option, however. 

As always, Gjallarhorn is the undisputed king of Rocket Launchers and is worth picking if someone on your team is also using Rockets. You don’t need to think when using Gjallarhorn – you just fire and forget. Other Legendary Rockets like Hothead, Red Herring or Hezen Vengeance are also good picks for some pure damage.

Linear Fusions still reign supreme in terms of DPS. Stormchaser from the Duality Dungeon or the Taipan-4ft can both offer a great bout of damage alongside being pretty ammo friendly and usable everywhere in the Grandmaster. You can even craft the Taipan for free via a quest in the Enclave. 

Gjallarhorn

Gjallarhorn

Closing

Season of Plunder has a list of Grandmasters filled with a few favourites, but also a few infamous characters. The fights you will face in the Lightblade, Exodus Crash or the Glassway will be challenging for many players and you will likely fail a few times. 

However, you will conquer those challenges. Play smart, play safe, rely on your team and when you reach the other side, you’ll get some sweet loot for your troubles. 

There’s the Guide on all of the Season of Plunder’s Grandmaster Nightfalls as well as some advice for weapon options. Good luck, Conquerors!

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