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|location= [[Waking Ruins]], [[Ishtar Sink]], [[Venus]]
|location= [[Waking Ruins]], [[Ishtar Sink]], [[Venus]]
|steps= 7
|steps= 7
|mission= [[Vault of Glass (raid)|Vault of Glass]]
|mission= [[Vault of Glass]]
|rewards=  
|rewards=  
}}
}}
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==Walkthrough==
==Walkthrough==
{{main|Vault of Glass (raid)}}
{{main|Vault of Glass}}
''Destiny''
''Destiny''


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''Destiny 2''
''Destiny 2''


This raid takes place on [[Venus]], a previously accessible planet in [[Destiny]]. Playing this [[raid]] is the only way that you can be on this planet, as [[Venus]] has not been introduced as a playable destination in [[Destiny 2]]. As such, players cannot access other areas of the planet (blocked by barriers) other than the raid encounter rooms. The raid is almost entirely identical to the original version in terms of aesthetics, but there have been numerous changes to both mechanics and other aspects, such as loot chest placement, secret passageways, etc.
This raid takes place on [[Venus]], a previously accessible planet in [[Destiny]]. Playing this [[raid]] is the only way that you can be on this planet, as [[Venus]] has not been introduced as a playable destination in [[Destiny 2]]. As such, players cannot access other areas of the planet (blocked by barriers) other than the raid encounter roooms. The raid is almost entirely identical to the original version in terms of aesthetics, but there have been numerous changes to both mechanics and other aspects, such as loot chest placement, secret passageways, etc.


===Stage 1: Waking Ruins===
===Stage 1: Waking Ruins===
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As a puzzle, this stage is fairly simple. The most significant threat to the Sync Plates are powerful [[Minotaur]] variants called [[Praetorian]]s. Once a Praetorian spawns, it will rapidly advance toward the nearest Sync Plate. Players should focus on destroying Praetorians above all else so that the Spire is not interrupted as they are the only units that can capture Plates, the adds being shields and cannon fodder. When the Spire is complete, it will link with the Vault portal and open it, allowing the party to proceed.
As a puzzle, this stage is fairly simple. The most significant threat to the Sync Plates are powerful [[Minotaur]] variants called [[Praetorian]]s. Once a Praetorian spawns, it will rapidly advance toward the nearest Sync Plate. Players should focus on destroying Praetorians above all else so that the Spire is not interrupted as they are the only units that can capture Plates, the adds being shields and cannon fodder. When the Spire is complete, it will link with the Vault portal and open it, allowing the party to proceed.


''Destiny 2''
''Destiny''


This encounter works exactly the same as its [[Destiny]] 1 counterpart, the only exceptions being the types of enemies that spawn. [[Goblin]]s and [[Hobgoblin]]s are the main enemies players will fight, with the occasional [[Elite]] [[Minotaur]] spawning with a group of other grunts. Every few waves, a [[Malignant Cyclops]] will spawn on a rock in a random location near a plate. These enemies are annoying to deal with, so they should be killed as quickly as possible. The encounter ends when the Spire is fully formed, enabling players to advance further into the [[Vault of Glass (location)|Vault of Glass]].
This encounter works exactly the same as its [[Destiny]] 1 counterpart, the only exceptions being the types of enemies that spawn. [[Goblin]]s and [[Hobgoblin]]s are the main enemies players will fight, with the occasional [[Major]] [[Minotaur]] spawning with a group of other grunts. Every few waves, a [[Vex]] [[Cyclops]] will spawn on a rock in a random location. These enemies are annoying to deal with, so they should be killed as quickly as possible. The encounter ends when the Spire is fully formed, enabling players to advance further into the [[Vault of Glass (location)]].


===Stage 2: The Trial of Kabr / Templar's Well===
===Stage 2: The Trial of Kabr / Templar's Well===
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Players need to kill all the Oracles that spawn as quickly as possible (ten to fifteen seconds is the limit) or they will be Marked for Negation. Hobgoblins will appear on the edges of the map, far out on distant platforms, so be careful of stray sniper shots. If a player sniper has successfully managed to stay alive, and conserved their ammo well, they can deal with the Hobgoblins, although wariness and caution is required.
Players need to kill all the Oracles that spawn as quickly as possible (ten to fifteen seconds is the limit) or they will be Marked for Negation. Hobgoblins will appear on the edges of the map, far out on distant platforms, so be careful of stray sniper shots. If a player sniper has successfully managed to stay alive, and conserved their ammo well, they can deal with the Hobgoblins, although wariness and caution is required.


''Destiny 2''
''Destiny''


Players should split into 3 teams of two to cover each of the 3 sections. The encounter starts after any player enters the arena. Once the encounter begins, enemies begin spawning from the various caves and crevices on the far sides of each area. Waves will consist of mostly [[Goblin]]s and [[Hobgoblin]]s, with a [[Sacrificial Wyvern]] or [[Overload Minotaur]] spawning occasionally. If a Minotaur or a Wyvern sacrifices to any of the three [[Conflux]]es in the arena, it will cause the team to wipe, forcing a restart. There are also [[Fanatic]]s that spawn alongside regular waves of enemies, with the same "headless Goblin" configuration of ''Destiny'' instead of their ''Destiny 2'' incarnation, and killing them leaves a negation pool for around 15 seconds. Entering a negation pool will give the player the "Marked For Negation" debuff, and in order to get rid of this debuff a player must enter the cleansing pool in the center of the arena. Be warned, entering the pool will cause it to despawn for a period of time, so players should call out if they've been marked.
Players should split into 3 teams of two to cover each of the 3 sections. The encounter starts after any player enters the arena. Once the encounter begins, enemies begin spawning from the various caves and crevices on the far sides of each area. Waves will consist of mostly [[Goblin]]s and [[Hobgoblin]]s, with a [[Major]] [[Harpy]] or Overload [[Minotaur]] spawning occasionally. If a [[Minotaur]] or a [[Harpy]] sacrifices to any of the three [[Conflux]]es in the arena, it will cause the team to wipe, forcing a restart. There are also [[Fanatic]]s that spawn alongside regular waves of enemies, and killing them leaves a negation pool for around 15 seconds. Entering a negation pool will give the player "Marked For Negation", and in order to get rid of this debuff a player must enter the cleansing pool in the center of the arena. Be warned, entering the pool will cause it to despawn for a period of time, so players should call out if they've been marked.


The [[Oracle]] phase has also changed: There are still 5 waves of Oracles to kill, but this time, they must be killed in the order they appear. If an Oracle is killed out of order, all players will receive the "Marked For Negation" debuff. Players can only remove this buff by jumping into the cleansing pool in the center of the arena, similar to the Confluxes encounter immediately prior. [[Quantum Minotaur]]s and will also spawn every few waves.
The [[Oracle]] phase has also changed: There are still 5 waves of [[Oracle]]s to kill, but this time, they must be killed in the order they appear. If an [[Oracle]] is killed out of order, all players will receive the "Marked For Negation" debuff. Players can only remove this buff by jumping into the cleansing pool in the center of the arena, similar to the [[Conflux]]es encounter immediately prior. [[Overload Minotaur]]s will also spawn every few waves.  
    
    
===Stage 3: The Templar===
===Stage 3: The Templar===
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''Destiny 2''
''Destiny 2''


There is a secret chest hidden to the right of where players enter this area, easily accessed by hugging the wall. Inside the chest room, there is also a place to put a rally flag for ammo, in case players want to attempt to kill any [[Gorgon]]s. The secret chest room can only be opened by destroying three Oracles hidden around the area.  
There is a secret chest hidden to the right of where players enter this area, easily accessed by hugging the wall. Inside the chest room, there is also a place to put a rally flag for ammo, in case players want to attempt to kill any [[Gorgon]]s. The secret chest room can only be opened by destroying three [[Vex]] boxes hidden around the area.  


===Stage 5: Jumping Puzzle===
===Stage 5: Jumping Puzzle===
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''Destiny''
''Destiny''


For this stage you are required to kill the first of three [[Gatekeeper]]s—high-level [[Hydra]]s without a shield—and open both of the portals within the final room. Once the Gatekeeper is defeated, players must activate one of two (or both) Sync Plates, which will, in turn, open the corresponding portals. Both portals are guarded by high-level Goblins and Hobgoblins but they will despawn shortly after the Gatekeeper dies.
For this stage you are required to kill the first of three [[Gatekeeper]]s—high-level [[Hydra]]s without a shield—and open both of the portals within the final room. Once the Gatekeeper is defeated, players must activate one of two (or both) Sync Plates, which will, in turn, open the corresponding portals. Both portals are guarded by high-level Goblins and Hobgoblins but they can be dispatched by activating the portals which kills them.  


Once a portal is open players will need to enter the portal, kill the Gatekeeper within and retrieve the Relic—the Aegis—then return through the portal. When the Gatekeeper, either Precursor or Descendant depending on which portal gone through, guarding it is killed a debuff called "Marked by the Void" will appear on the portal team and will remain as long as they are in the portal. This debuff will gradually cloud a player's vision until the screen is completely black but can be removed by the cleansing function of the Relic (''Note: the debuff can also do damage to players if they manage to stay alive with the debuff for an extended period of time''). This must be done on both portals on either side of the room. It is recommended that the Relic holder of the first team accompanies the second group, which will make this process go much faster. If a Praetorian succeeds in capturing one of the Plates and prevents its reopening, an Oracle will spawn above the portal. If it is not destroyed in time the players will wipe and a message will appear, saying "''You are forever lost in the dark corners of time''."
Once a portal is open players will need to enter the portal, kill the Gatekeeper within and retrieve the Relic—the Aegis—then return through the portal. When the Gatekeeper, either Precursor or Descendant depending on which portal gone through, guarding it is killed a debuff called "Marked by the Void" will appear on the portal team and will remain as long as they are in the portal. This debuff will gradually cloud a player's vision until the screen is completely black but can be removed by the cleansing function of the Relic (''Note: the debuff can also do damage to players if they manage to stay alive with the debuff for an extended period of time''). This must be done on both portals on either side of the room. It is recommended that the Relic holder of the first team accompanies the second group, which will make this process go much faster. If a Praetorian succeeds in capturing one of the Plates and prevents its reopening, an Oracle will spawn above the portal. If it is not destroyed in time the players will wipe and a message will appear, saying "''You are forever lost in the dark corners of time''."
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''Destiny 2''
''Destiny 2''


The encounter starts when a player shoots any gun. Bullets do not have to hit an enemy to trigger the encounter. Avoid firing any weapons or using offensive abilities until all players are ready. Once ready, first kill the [[Gatekeeper]] [[Hydra]] in the middle, then split into 2 teams of 3: 3 on the right plate (called Venus) and 3 on the left plate (called Mars). One player from each team will be assigned to defend their plate while killing various enemies, mostly [[Goblin]]s the occasional [[Overload Minotaur]]. The other two players will enter the corresponding portal above their sync plate.  
The encounter starts when a player shoots any gun. Bullets do not have to hit an enemy to trigger the encounter. Avoid firing any weapons or using offensive abilities until all players are ready. Once ready, first kill the [[Gatekeeper]] [[Hydra]] in the middle, then split into 2 teams of 3: 3 on the right plate (called [[Venus]]) and 3 on the left plate (called [[Mars]]). One player from each team will be assigned to defend their plate while killing various enemies, mostly [[Goblin]]s the occasional [[Overload Minotaur]]. The other two players will enter the corresponding portal above their sync plate.  


Outside team AKA Plate defenders: Every few waves of enemies, an additional Gatekeeper will spawn and must be killed as soon as possible, as having it alive prevents portals from opening. All that these players need to do is stay on or around their plates to prevent enemies from re-capturing them. They may also be required to sub in for a member of the inside team and hold the Relic (refer to the beginning of the article for how to use this item).  
Outside team AKA Plate defenders: Every few waves of enemies, an additional [[Gatekeeper]] will spawn and must be killed as soon as possible, as having it alive prevents portals from opening. All that these players need to do is stay on or around their plates to prevent enemies from re-capturing them. They may also be required to sub in for a member of the inside team and hold the Relic (refer to the beginning of the article for how to use this item).  


Inside team: Once inside the portals, players will need to immediately call out whether they have a shielded [[Praetorian]] on their planet or not, as whoever is holding the Relic will need to find and kill it as soon as possible. It's advised that whoever wants to pick the Relic up first remain outside before the first callout, because if the Relic holder is not on the same planet as the Minotaur, they will need to exit the portal and give the Relic to someone else, switching jobs with them. Once a player drops the Relic, they cannot pick it back up again for 45 seconds. Likewise, once you exit a portal, the same cooldown applies and that player cannot enter a planet with the Relic for that period of time. communication is paramount during this encounter, failing to kill a shielded Praetorian in time or allowing too many enemies to sacrifice the confluxes at the center of each planet will wipe the team, forcing a restart.
Inside team: Once inside the portals, players will need to immediately call out whether they have a shielded [[Minotaur]] on their planet or not, as whoever is holding the Relic will need to find and kill it as soon as possible. It's advised that whoever wants to pick the Relic up first remain outside before the first callout, because if the Relic holder is not on the same planet as the [[Minotaur]], they will need to exit the portal and give the Relic to someone else, switching jobs with them. Once a player drops the Relic, they cannot pick it back up again for 45 seconds. Likewise, once you exit a portal, the same cooldown applies and that player cannot enter a planet with the Relic for that period of time. communication is paramount during this encounter, failing to kill a shielded [[Minotaur]] in time or allowing too many enemies to sacrifice the confluxes at the center of each planet will wipe the team, forcing a restart.


After three waves complete (marked by how many times [[Hydra]]s spawn inside a planet), a message reading "A [[Conflux]] appears before the Glass Throne." will appear in the kill feed, signaling all players to exit back through their respective portals and into the [[Vault of Glass (location)|Vault of Glass]] once again. Enemies will spawn all around the arena, including shielded [[Minotaur]]s which the Relic holder will have to break or kill. After a couple more waves of normal enemies spawn in, another one will begin, this time with two [[Wyvern]]s. Once this wave is complete, the encounter ends, and a loot chest will appear.
After three waves complete (marked by how many times [[Hydra]]s spawn inside a planet), a message reading "A [[Conflux]] appears before the Glass Throne." will appear in the kill feed, signaling all players to exit back through their respective portals and into the [[Vault of Glass]] once again. Enemies will spawn all around the arena, including shielded [[Minotaur]]s which the Relic holder will have to break or kill. After a couple more waves of normal enemies spawn in, another one will begin, this time with two [[Wyvern]]s. Once this wave is complete, the encounter ends, and a loot chest will appear.


===Stage 7: Atheon, Time's Conflux===
===Stage 7: Atheon, Time's Conflux===
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In the meantime, the Guardians left behind in the Vault will face Atheon and [[Supplicant]]s, special Harpies that explode upon death or within close proximity to a player. While Atheon is summoning Supplicants it will stand still, allowing damage to be done. Players will need to stand on one of the corresponding Sync Plates that opens the portal which releases the trapped players. If the players who get teleported call out "Mars", then those outside would stand on the left plate. If "Venus" is called, they would stand on the right plate. To avoid getting exploded by the Supplicants, players should stand on the pillar in the middle of both plates. This allows the portal to be opened while simultaneously being out of reach of the Supplicants. When all oracles are destroyed a message will show, saying, "''Guardians make their own fate''."
In the meantime, the Guardians left behind in the Vault will face Atheon and [[Supplicant]]s, special Harpies that explode upon death or within close proximity to a player. While Atheon is summoning Supplicants it will stand still, allowing damage to be done. Players will need to stand on one of the corresponding Sync Plates that opens the portal which releases the trapped players. If the players who get teleported call out "Mars", then those outside would stand on the left plate. If "Venus" is called, they would stand on the right plate. To avoid getting exploded by the Supplicants, players should stand on the pillar in the middle of both plates. This allows the portal to be opened while simultaneously being out of reach of the Supplicants. When all oracles are destroyed a message will show, saying, "''Guardians make their own fate''."


Once the oracles are destroyed and players receive "Time's Vengeance", a buff greatly increasing the damage taken by Atheon and speeding up players' cooldowns, they should go to the middle floating block to do their damage. Here, the Relic holder activates the shield ability to protect the other players while they deal damage to Atheon. When the "Time's Vengeance" timer is low, Guardians should jump out the back, towards where they entered the Vault, because if they jump to the left or right, Supplicants will most likely blow them up. When the buff ends, Atheon will again "open the timestream", and players should repeat the process until Atheon is defeated.
Once the oracles are destroyed and players receive "Time's Vengeance", a buff greatly increasing the damage taken by Atheon and speeding up players' cooldowns, they should go to the middle floating block to do their damage. Here, the Relic holder activates the shield ability to protect the other players while they deal damage to Atheon. When the "Time's Vengeance" timer is low, Guardians should jump out the back, towards where they entered the Vault, because if they jump to the left or right, [[Supplicant]]s will most likely blow them up. When the buff ends, Atheon will again "open the timestream", and players should repeat the process until [[Atheon, Time's Conflux]] is defeated.
 


''Destiny 2''
''Destiny 2''


This encounter is nearly unchanged from the ''Destiny'' version, with two exceptions. There will be 3 Sets of 3 Oracles, therefore making it 3 rounds. and their locations change each time they appear. Oracles must be killed in the order they appear to the players that were not teleported, or the team will wipe. Have someone from the team who wasn't teleported sit in the middle of the arena (in the back and away from enemies) and call out which Oracles must be killed as they appear. Additionally, during the damage phase, Atheon will randomly select one person and apply an "Imminent Detain" debuff. That person must stop doing damage and move away from other players, otherwise, they risk trapping the entire group and wiping them. Whoever receives this debuff should move either to the back or front of the group, far away from anyone else. Players should be quick to break the containment field surrounding the unlucky person or risk killing them. Also, have a team member pick up the relic periodically then drop it right after to reset the timer or the entire fireteam will wipe if no one picks up the relic.
This encounter is nearly unchanged from the ''Destiny'' version, with two exceptions. There will be 3 Sets of 3 Oracles, therefore making it 3 rounds. and their locations change each time they appear. Oracles must be killed in the order they appear to the players that were not teleported, or the team will wipe. Have someone from the team who wasn't teleported sit in the middle of the arena (in the back and away from enemies) and call out which Oracles must be killed as they appear. Additionally, during the damage phase, [[Atheon, Time's Conflux]] will randomly select one person and apply an "Imminent Detonation" debuff. That person must stop doing damage and move away from other players, otherwise, they risk trapping the entire group and wiping them. Whoever receives this debuff should move either to the back or front of the group, far away from anyone else. Players should be quick to break the containment field surrounding the unlucky person or risk killing them. Also, have a team member pick up the relic periodically then drop it right after to reset the timer or the entire fireteam will wipe if no one picks up the relic.


==Rewards==
==Rewards==
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*[[Atheon's Epilogue]]—[[Legendary]] [[Auto Rifle]]
*[[Atheon's Epilogue]]—[[Legendary]] [[Auto Rifle]]
*[[Vision of Confluence]]—Legendary [[Scout Rifle]]
*[[Vision of Confluence]]—Legendary [[Scout Rifle]]
'''Special Weapons'''
'''Special Weapons'''
*[[Praedyth's Revenge]]—Legendary [[Sniper Rifle]]
*[[Praedyth's Revenge]]—Legendary [[Sniper Rifle]]
*[[Found Verdict]]—Legendary [[Shotgun]]
*[[Found Verdict]]—Legendary [[Shotgun]]
'''Heavy Weapons'''
'''Heavy Weapons'''
*[[Corrective Measure]]—Legendary [[Machine Gun]]
*[[Corrective Measure]]—Legendary [[Machine Gun]]
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*[[Ice Breaker]]—Exotic Sniper Rifle
*[[Ice Breaker]]—Exotic Sniper Rifle
*[[Plan C]]—Exotic [[Fusion Rifle]]
*[[Plan C]]—Exotic [[Fusion Rifle]]
'''Heavy Weapons'''
'''Heavy Weapons'''
*[[Thunderlord]]—Exotic Machine Gun
*[[Thunderlord]]—Exotic Machine Gun
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==Gallery==
==Gallery==
<gallery>
<GALLERY>
File:Vault of Glass entrance positioning and map layout.jpg|The Vault's entrance, showing the Sync Plates and the enemy spawns.
File:Vault of Glass entrance positioning and map layout.jpg|The Vault's entrance, showing the Sync Plates and the enemy spawns.
File:Templar Phase 1.jpg|Phase one of the Templar fight, showing the enemy spawns, ideal positions of players (G1, G2, etcetera), the cleansing pool, and the Confluxes.
File:Templar Phase 1.jpg|Phase one of the Templar fight, showing the enemy spawns, ideal positions of players (G1, G2, etcetera), the cleansing pool, and the Confluxes.
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File:Atheon Phase 2.jpg|Phase two of Atheon, showing enemy spawns, ideal player locations, the portals, the Sync Plates, and the Conflux.
File:Atheon Phase 2.jpg|Phase two of Atheon, showing enemy spawns, ideal player locations, the portals, the Sync Plates, and the Conflux.
File:VoG Map.jpg|Map of the Vault of Glass, including all known chest locations.
File:VoG Map.jpg|Map of the Vault of Glass, including all known chest locations.
</gallery>
</GALLERY>


==References==
==References==

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