In Stasis Breach, keep Enlightened beside your Warden for sacrifices, destroy the power plants supplying the GDF turrets, and reclaim the Resurrection Anchor. From there, the Veti campaign takes you through data raids, a nine-node defense, scientist protection, convoy deliveries, and K’uhul’s final battle on the Moon. This walkthrough follows the eleven story missions in Tempest Rising: The Veti’s Wrath, which requires the base game.
Veti tools you will need along the route
The Resurrection Anchor provides construction. Place a Refinement Altar within reach of a Tempest field for income; Veti do not run a GDF-style Harvester shuttle between pods and a refinery. Power Vaults supply power and resource storage. When a mission gives you a Caretaker away from your main base, deploy its Facilitation Mode to establish a construction radius for an expansion.
Build infantry at a Ziggurat, vehicles at a War Assembly, and aircraft at a Celestial Gate. An Ascension Anchor consumes Enlightened to advance through its tiers, improving the capabilities of connected structures. Tether the Veti Eye and Corral to Ascension Anchors for access to higher-tier units. If a factory lacks the unit you want, check these technology structures and the mission’s available units before adding another factory.
Keep Enlightened near units that use sacrifices. The opening Warden introduces Sacrificial Summons, which orders selected units to sacrifice nearby Enlightened. Acolytes handle vehicles and aircraft, especially Tempest-Charged targets; Wardens can help establish that charge against vehicles. Their roles remain useful when later missions introduce tanks, flying defenders, and several simultaneous attacks.
An Ambassador captures enemy structures and repairs Veti constructs and damaged bridges. Give it a separate control group when a mission requires a capture or repair, so a broad attack order does not destroy its target. Caretakers heal infantry. Keep these support units behind the fighting force until their target is safe to approach.
Open the Armory and Doctrine screens before each deployment. The Unlocked Armory/Doctrines modifier makes equipment available ahead of a fresh profile’s normal progression, so check which choices your profile can use. Build around the units supplied by the mission and the equipment you have unlocked.
1. Stasis Breach
During the escape, keep the Warden and Enlightened together. Select the Warden and use Sacrificial Summons with Enlightened nearby when the tutorial introduces it, then resume the advance. At the turret section, destroy the nearby GDF power plants to shut down the defenses. This opens the route without requiring your small starting force to absorb repeated turret fire.
Clear the GDF troops around the Resurrection Anchor to reclaim it. Next, use the Relocate support power to move the Refinement Altar into reach of the Tempest field. Select the structure to move, then a valid destination within your construction radius. Relocation temporarily powers down the structure, so leave troops nearby until it finishes.

The next objective lists a Ziggurat, War Assembly, and Golden Cannon to recover. Take your army to their markers and clear the GDF defenders, keeping attack orders off the Veti structures. Use Relocate to bring each one back to the Resurrection Anchor’s area. The list shrinks as you recover the required technology.
Recovering the eight lost Veti units is a secondary objective. Their separate markers let you collect reinforcements while moving between the technology sites, but it does not replace the three required relocations. Once the technology list clears, reinforce your army and attack the marked GDF Construction Yard. Destroying that yard ends the mission; hunting unrelated buildings elsewhere on the map is unnecessary for the main objective.
2. Data Harvest
Establish your base and Tempest income, then prepare an Ambassador with an escort. The objective specifically requires the Ambassador to capture the GDF Data Core. Keep it out of the front rank while your combat units clear the approach, and issue the capture order separately when the Core is accessible.
The GDF Tempest harvesting bar is a deadline. Its target is 75,000, and the number rises as the GDF collects Tempest. You do not need to accumulate that amount yourself. Intercept GDF supply convoys and attack its harvesting operation to buy time for the Data Core raid. Watch the bar while reinforcing; a large bank of your own Credits does not stop the enemy quota.

The two GDF Tempest Processing Centers are optional targets that help disrupt harvesting. Destroy or capture them along your approach to the Core. As the harvesting bar nears its quota, bring the Ambassador into position and open the Core compound; a detour to the last Processing Center could use up the time left for the required capture.
At the compound, remove the defenders that threaten your Ambassador, select the Ambassador, and order it to capture the Data Core. Avoid an attack-move through the building itself. If the Ambassador dies on the approach, send a replacement with surviving troops while continuing to interrupt harvesting. The mission requires the capture before the GDF finishes its quota.
3. God’s Eye
Deploy your Resurrection Anchor near Tempest and establish production. The War Ender begins partially charged. Three Resonance Nodes govern its charging, so take an Ambassador with your assault force to restore control of the marked nodes and leave defenders behind as you move between them.
Watch the charge bar after each change in node ownership. Enemy control of two nodes makes the War Ender gradually discharge. If its charge falls, clear the contested nodes and bring the Ambassador back to restore control. The charge can pass 50% before you reach another node, so respond to lost control rather than treating halfway as a capture requirement. Continue defending the network until the War Ender comes online.

The three Dynasty satellite bases are secondary targets. Removing one can ease pressure on a nearby node, but retain a defense group at the nodes while your assault force attacks it. Return that force if a node is contested instead of finishing a distant satellite-base detour while the War Ender discharges.
When the War Ender is online, the main objective changes to destroying K’uhul’s prison with it. Move the War Ender toward the marked shielded prison, keep an escort with it, and use its God’s Eye attack against the prison. Ordinary attacks during the earlier charging stage do not solve this objective. The prison’s destruction triggers the next story sequence.

4. Convergence
Convergence begins with nine Synchronization Nodes already active around Etemenanki. Protect those nodes and Huracán’s War Ender while the synchronization completes. Use the initial preparation countdown to establish income, production, and defenses at the approaches to the node network.
The briefing identifies three attack vectors used by the two human factions. On the minimap, the network extends west and southwest of your starting base; guarding only the base leaves those outer nodes exposed. Spread defenders along the outer approaches and keep a mobile group within the network to respond to enemy contacts. Check the remote western nodes before sending that group toward a fight near your production buildings. Watch the active-node count alongside synchronization progress, since keeping more nodes active speeds up the ritual.
Three derelict Dominance vehicles are marked as a secondary recovery objective. Recovering them gives you additional defenders, particularly useful while your own production develops. Send an escort to each recovery marker during the preparation period or a lull in attacks, then bring the recovered vehicle back into the defense.
The two GDF Air Control Towers are another secondary objective. Take them out when you can spare an assault group without exposing Huracán or the node approaches. As the synchronization nears completion, regroup around the remaining threats instead of sending your entire army after a distant secondary marker. The mission finishes when the synchronization sequence completes with its protected objectives intact.

5. Sunken Vault
Construct the requested Ziggurat, establish your army, and follow the main objective toward Dr. Francis. Bring an Ambassador for bridge repairs. Clear the enemies around a broken crossing, select the Ambassador, and send it to repair the damaged bridge. Wait for the crossing to become traversable before moving the army over it. A Thunderhead airlift is another way to move ground forces across a gap; repairing with the Ambassador keeps this advance on a ground route.
The three Mission Control outposts are optional captures. Take one with an Ambassador when it lies on a safe approach to Dr. Francis, then confirm that the secondary capture count increases. You can continue toward the scientist without taking all three, so avoid a distant outpost detour when your main force is ready to reach his marker.
When you locate Dr. Francis at the Hospital, the mission switches from exploration to protection. The Hospital must survive, and a preparation timer precedes the Talon assault. Bring your main army back to the Hospital and position it between the building and incoming attackers. Target the attacking units rather than the Hospital.

After Dr. Francis emerges, keep a guard beside him throughout the data retrieval. The displayed progress must reach 100; defeating a nearby wave does not finish it. Pull the assault group back if attackers reach him or the Hospital, and hold this area until the retrieval completes. Dr. Francis does not need an escort to an off-map exit.

The other eighteen GDF scientists belong to a separate secondary objective that requires killing them. They are not additional rescue targets. Pursue that objective only with troops you can spare from the Hospital and Dr. Francis, since their survival remains the priority during retrieval.
6. Heretic’s Gift
Begin with the supplied Gorgon. Select it, use Teleport, and choose the spot marked TELEPORT HERE across the terrain gap. Scout from that foothold to find room for your forward base. Use the supplied Caretaker’s Facilitation Mode to establish construction space, then place Power Vaults and production buildings in its radius.

Seize the rigs when prompted during the opening advance and build several Refinement Altars to sustain production. The area’s low yield makes a single Altar a weak foundation for repeated relay assaults. Add income while replacing losses. Prolonged exposure in this area can also degrade vehicles, so check their health between assaults and withdraw damaged vehicles before they are destroyed.
The Ancient Vimana is protected by three Shield Relays. Follow their separate objective markers around the shielded stronghold, taking your established army with you. Attacks on the protected Vimana waste time while any relay remains intact.
Clear each relay’s defenders and destroy the relay itself. The main objective counter advances from zero toward three. Regroup and replace losses between assaults so the force reaching the last relay can survive the subsequent attack on the stronghold.
Once all three relays are destroyed, the shield collapses and the Ancient Vimana and Celestial Gate become vulnerable. The new main objective is to destroy the Ancient Vimana. Send the army into the now-open stronghold and focus that target; include Acolytes to fight aircraft rather than relying entirely on ground-only attackers.

Collect the five unusual power signatures when you can reach them between relay assaults. They are optional. If the stronghold remains shielded, look for the unfinished Shield Relay marker and destroy that relay before attacking the Ancient Vimana again.
7. Sublimation
The opening advances through small-unit objectives before you establish a full base. Move the Shepherd to its rally point and use Empower on Enlightened to turn them into volatile attackers against the blocking force. Continue to the Golem rally-point objective when it appears, then secure the foothold for your base.
Once the main assault begins, destroy or capture the GDF Data Core while preventing civilian evacuations. The evacuation counter tracks civilians escaping toward a total of eighty. Intercept the civilian transports when they are announced and keep troops on their road approaches while a separate force works toward the Core.

The GDF Comms Array suppresses your support powers, and disabling it is optional. The Core raid can succeed while the Array is still active. Build the interception and assault groups around units that can fight without those powers, and continue toward the Core instead of delaying the main objective for the Array detour.
Unlike Data Harvest, Sublimation explicitly permits either destroying or capturing the Data Core. Choose the method that suits the surviving force. An attack group can destroy it once the compound is open, while a capture requires an Ambassador to reach the building safely. Continue intercepting evacuation transports during the approach; clearing the Core’s defenses does not pause the evacuation objective.
If transports are slipping away, bring part of the assault force back to the marked road and rebuild your interception group before pushing deeper into the compound. The optional Vimana recovery is separate from the required Core objective, so it should not draw every defender away from an active evacuation route.
8. Excision
Deploy the Resurrection Anchor near Tempest and build your economy. This Anchor must survive while you destroy the Talon Excavator Platform. Leave defenses and a reserve force at the base before moving the main army toward the excavation site.
Consider clearing the GDF Drone Strike Station and Talon Goliath Tank production facility before advancing on the platform. Both are secondary objectives. You can destroy or capture the station, while the Goliath facility must be destroyed to stop its heavy-tank production.
Use Acolytes against the armored defenders and keep troops near the Anchor to meet attacks on your production area. If a base attack arrives while the main army is away, reinforce the Anchor’s defenders immediately. Losing the Anchor ends the attempt even if the excavation target is nearly destroyed.
Push through the defenders to the marked Excavator Platform and destroy it. Keep attack orders focused on the platform once you have a safe firing position. You can finish the mission without clearing every enemy building, provided the Resurrection Anchor remains alive until the objective completes.
9. Kyoto Forge
The convoy destroyed in the opening cinematic is part of the mission’s setup. Your first playable job is to eliminate the ambush ahead of the next convoy before its countdown expires. Use the supplied War Ender and escort to clear the marked road position, then establish the base that will support later deliveries.
Each new road hazard needs attention before the trucks reach it. The early GDF blockade has its own objective marker and countdown. Move your army ahead of the convoy, eliminate the blocking troops, and use the newly available Tempest Storm support power against the indicated position when prompted.
The next obstruction is a collapsed bridge on the delivery road, marked FIX COLLAPSED BRIDGE. Have an Ambassador ready before the repair countdown runs out. Clear enemies from the crossing, select the Ambassador, and issue its repair order on the damaged bridge. Keep the escort nearby while it approaches. Check that the bridge span is restored and the road is traversable before sending the convoy through; a marker or disappearing objective alone does not show that the crossing is open.

Later, the GDF mines the convoy route. Bring a separate group of expendable Enlightened to the marked road and move them through the mined stretch ahead of the trucks. The mines detonate as the Enlightened cross, so keep your War Ender and expensive combat units back until the route is cleared. Replace the sacrificed infantry before continuing the escort.

Defending the Dynasty base and destroying five GDF artillery outposts are secondary objectives. The artillery can threaten the convoy area, making nearby outposts worthwhile targets, but leave enough troops to protect the delivery route. A long attack on the far side of the map can cost more than the outpost helps if the next trucks arrive unescorted.
Stay ahead of each convoy and escort the trucks through the cleared road. When all materials have arrived, the Reclaimant announces that the Sanctifier Portal’s construction is completing and the mission ends. Keep the escort on delivery duty until that announcement, even if other GDF targets remain.
10. Overture
Build income across the archipelago using Refinement Altars. A deployed Caretaker can provide construction space on an island away from your main Anchor. Harvesting from all six Tempest islands is optional, so establish the income you need without waiting to occupy every island before advancing.
Construct the Sanctifier Portal when the main objective requests it. The following stage charges the Sanctifier by destroying K’uhul’s forces, with a target of seventy-five kills. Engage his troops and watch the charge counter increase. Credits and additional buildings do not fill this counter.

Keep expanding the fighting force while earning those kills. The HUD also shows a countdown to K’uhul’s War Ender becoming ready, so extended inactivity gives the enemy time to prepare. Attack accessible forces and reinforce between engagements instead of leaving the Sanctifier charge unfinished while pursuing all six optional harvesting sites.
When charging completes, the main objective changes to destroying K’uhul the Immutable. Move your reinforced army toward his marked position and attack. The three fortifications are optional targets along the wider battle, so use them to reduce resistance when they obstruct your approach, then return to the main target.
The island battle leads into another story sequence and the move to the Moon. Overture is the tenth mission, so continue into Lunar Crucible for the campaign’s final trial and ending.
11. Lunar Crucible
Begin by defeating the Shepherd Exemplar on the starting platform. The trial requires five Celestial Guard Exemplars, and the lunar purge countdown limits the time available. Defeating the first Exemplar opens the next stage with your base, allowing you to build the army needed for the remaining challenges.
Establish Tempest income and tethered production, then attack the marked Exemplar locations. A defeated Exemplar joins your side, and the guard’s strength is restored for the final confrontation after the trial. Regroup between encounters so newly acquired Exemplars can support the next fight rather than advancing alone into the remaining defenders.

Destroying six Dominance Anchors is optional. An enemy Sanctifier Portal also has a destroy-or-capture secondary objective. Deal with these targets when they threaten your route or base, but watch the lunar purge countdown and continue toward the five required Exemplars. Clearing optional structures does not advance the Exemplar count.
After the fifth Exemplar falls, the trial completes and K’uhul appears for the final battle. The objective now requires his destruction while preventing him from defeating the Exemplars. Keep the recruited guard together with your army, withdraw a badly damaged Exemplar from his immediate fire, and use your available healing or repair support before returning it to the fight.

K’uhul can gain the allegiance of Exemplars he defeats. His trial starts a separate defeated-Exemplar counter at zero out of five after you have already completed your own five-Exemplar trial. An increase means he has claimed one of your recruited guard; it is not progress toward your earlier recruitment objective. Reinforce the assault with regular troops, focus fire on K’uhul, and withdraw endangered Exemplars instead of feeding them to him one at a time.
Defeat Immutable K’uhul to trigger the ending. The following story sequence restores Huracán’s cognitive signature and leads into the closing scene and credits. Finishing these eleven missions completes the story route. For secondary objectives and achievements, revisit the mission-specific targets you left unfinished, including the scientists, power signatures, harvesting islands, and Dominance Anchors.