Guides

Tenebris: Terra Incognita Story Campaign Walkthrough

Pace ~48 story missions from the Misty Wastes through Pyrite into the Great Glacier without soft-locking your roster.

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Story Walkthrough

This walkthrough is a pacing guide for the Tenebris: Terra Incognita campaign after version 1.0, not a spoiler script of every cutscene. Phantasmica Studios expanded the story structure to roughly 48 story missions, layered on top of side ops, crew tasks, and biome exploration. Your job is to keep Solaris healthy while the map opens from the Misty Wastes into Pyrite Tree caves and finally the Great Glacier, where Necronoms and world bosses rewrite the rules.

Start here if you just finished the tutorial and want a campaign plan. Brand-new installers should still skim Getting Started first. Biome details live on Biomes & Map; named fights belong on Bosses; launch changes are summarized on Version 1.0.

Campaign structure in plain language

Think of the story as three overlapping layers:

  1. Story mission icons that advance the expedition’s escape narrative and major unlocks.
  2. Security and cleanup ops that stabilize the perimeter around Solaris and fund the ship.
  3. Optional exploration (chests, professions, crew NPC tasks) that decides whether you arrive at late biomes overgeared or underbuilt.

The “about 48 story missions” figure is the planning number used across this wiki’s 1.0 coverage. Side content can push total sorties much higher. You do not need to 100% every fog tile before progressing—but skipping all side value is how commanders hit Glacier icons underleveled.

Phase 1 — Misty Wastes foothold

Goal: learn swarm chemistry, outfit a reliable four, and stop the hospital from dictating your calendar.

  • Clear near-ship security before deep fog pushes.
  • Keep recommended-level bands honest until you have bench depth.
  • Fund hospital and warehouse basics on Solaris Base.
  • Practice armor-break → focus fire habits from Combat Tactics.
  • Complete overlapping crew tasks from the commander, security chief, doctor, engineer, and warehouse manager when they share a route.

When to take side content: after each story beat that opens new wasteland icons, run one or two loot routes before the next narrative push. Bring Scout/Marauder when chests and corpses are dense; bring Strongman/Hacker when rubble and locks appear.

Exit criteria: you can clear recommended Misty Wastes missions with a Defencor–Miles–Pellentes–Medicus-style core (or equivalent), careers are planned for the level 11 gate, and Pyrite preparation (fire kits) is on the shopping list.

Phase 2 — Pyrite Tree caves

Goal: survive subterranean specialists without turning the ward into a parking lot.

Official guidance is blunt: flamethrowers equalize Pyrite bugs. Do not tourism-dive underleveled “just to see.” Preparation checklist:

  1. Meet the level band with margin.
  2. Field at least one dedicated fire answer.
  3. Keep armor-break tools for sponges that survive the first burn cycle.
  4. Restock on Solaris between learning runs and boss attempts.

Story missions that send you underground should be treated as gated operations. If a narrative icon appears while half your A-team is injured, run a surface cleanup or awaken a cryo recruit instead of forcing the cave. Boss prep notes belong on Bosses.

Side content timing: use wasteland farms to fund fire gear and promotions; use introductory caves as information gathers; only chain deep cave story beats when the roster can absorb a wipe.

Exit criteria: stable cave clears, key heroes promoted at ~11, and a plan for the ~21 career spike before Glacier pressure.

Phase 3 — Great Glacier and late 1.0

Goal: adapt to late biomes, Necronoms, and the road to world bosses.

The Great Glacier is not “Misty Wastes with snow.” Expect longer logistics lines, unfamiliar enemy rules, and fights that punish autopilot burn or taunt habits. Necronoms in particular demand fresh tactics—read the late framing on Biomes & Map and the systems notes on Version 1.0.

Pacing rules that save campaigns:

  • Refresh weapons and armor; leftovers from early wasteland will not carry world bosses.
  • Promote intentional late kits (Centurio, Phoenix, Librator hybrids, refined sniper lines) using Builds and Career System.
  • Target legendary gear around level 21 content and mythic around level 30 via Equipment & Arsenal.
  • Schedule world bosses only with ~level 30 teams, full hospital capacity, and a save before the attempt.

Side content timing: Glacier-era side ops are how you bank legendary/mythic finds and profession loot before story walls. Alternate narrative icons with gear routes instead of slamming every story mission back-to-back.

When to pause the story for side content

Pause the main thread when:

  • Two or more core heroes are hospitalized
  • You lack biome tools for the next icon (especially fire for Pyrite)
  • A career gate is ready but unspent—holding a full XP bar teaches nothing
  • Warehouse reserves cannot cover a boss attempt
  • You just unlocked a new map region and have not looted its easy chests yet

Push the story when:

  • The next icon is inside your level band
  • Crew NPC tasks overlap the same region
  • Your second foursome can cover injuries
  • You explicitly want a difficulty spike and have a save ready (Difficulty Tips)

EA → 1.0 save wipe note

Early Access began 30 September 2024; version 1.0 launched 14 September 2026. Because skills, balance, and systems moved so far, old EA saves are not safely compatible with 1.0. Force-loading can break bosses or crash. Many players should expect a fresh run.

That sting is real—plan for it:

  • Keep backups if you insist on experimenting
  • Use animation fast-forward / speed options to shorten the replay of early missions
  • Treat this walkthrough as your second-play roadmap so Misty Wastes hours stay intentional

Details and launch checklist live on Version 1.0.

Suggested session templates

Story night: one narrative icon → hospital triage → one short loot route → bay or gear spend.

Power night: skip story; farm profession-heavy maps; outfit the carry and tank; promote if gated.

Boss night: full heal, ammo check, read Bosses, save, attempt, then either celebrate or rebuild from Combat Tactics.

Spoiler-light milestone checklist

  1. Tutorial and Solaris orientation complete
  2. Misty Wastes security loop stable
  3. First mid-wastes story cluster cleared with side loot banked
  4. Level 11 promotions online for the core four
  5. Pyrite tools purchased; first caves survived
  6. Level 21 careers planned; legendary hunting begins
  7. Glacier/Necronom adaptation underway
  8. Level ~30 mythic prep before world bosses

What this walkthrough will not do

  • List every mission title in order (those shift with patches and how you classify side ops)
  • Replace boss mechanical guides
  • Invent multiplayer or code shortcuts—this is a Steam PC single-player campaign

Use the hubs when you need depth: Guides Hub, Tier List Hub, Updates Hub. The planet rewards commanders who treat story icons as appointments, not a speedrun timer. Pace the wastes, respect the caves, gear for the glacier, and keep Solaris lit until the expedition earns its ending.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

How many story missions are in the 1.0 campaign?

Plan around roughly 48 story missions, plus side ops and crew tasks. Exact counts vary with how you classify optional content.

When should I do side content instead of story icons?

Pause for loot and healing when the next story mission is above your band, lacks required tools, or would hospitalize your only core four.

Will my Early Access save work in version 1.0?

Usually not safely. Systems changed enough that old saves can crash or break bosses—expect a fresh 1.0 run and read Version 1.0.

What order should biomes be played?

Secure the Misty Wastes around Solaris, prepare fire kits for Pyrite Tree caves, then push Great Glacier and Necronom content once careers and gear are ready.

Where do I go for boss fights during the story?

Use Bosses for encounter prep, Biomes & Map for route context, and Getting Started if the early loop still feels unstable.