Vault of Glass (raid)/Walkthrough: Difference between revisions

Included all Destiny 2 changes for its re-introduction to the game.
(Included all Destiny 2 changes for its re-introduction to the game.)
Line 11: Line 11:
|rewards=  
|rewards=  
}}
}}
This is a walkthrough for the first [[Raid]] in ''[[Destiny]]'' and takes place in the [[Ishtar Sink]] on [[Venus]].
This is a walkthrough for the first [[Raid]] in ''[[Destiny]]'' and takes place in the [[Ishtar Sink]] on [[Venus]]. This raid contains a special weapon called [[The Aegis]] AKA Relic, a diamond-shaped shield that is used to block damage, shield/cleanse teammates, and kill shielded enemies. Use your Grenade button (controller) or your block button (PC) to shield/cleanse teammates and protect against incoming damage for a short time. Use your melee button to perform a light attack. Press both bumpers together (controller) or your [[Super]] button to shoot a heavy attack that can break shields on certain enemies.


==Walkthrough==
==Walkthrough==
{{main|Vault of Glass}}
{{main|Vault of Glass}}
The Vault of Glass can be broken up into multiple stages, each with a different puzzle and/or boss encounter. There are no objective markers or instructions on how to complete the Vault within the game. Note that the Raid may be entered by as little as one player, but six is recommended if not necessary to complete. The minimum recommended Level that players should be is 26 on Normal difficulty, and weapons that do [[Void]] damage are recommended, as they will come in handy for dropping [[Minotaur]] shields.
**[[Destiny]]: The Vault of Glass can be broken up into multiple stages, each with a different puzzle and/or boss encounter. There are no objective markers or instructions on how to complete the Vault within the game. Note that the Raid may be entered by as little as one player, but six is recommended if not necessary to complete. The minimum recommended Level that players should be is 26 on Normal difficulty, and weapons that do [[Void]] damage are recommended, as they will come in handy for dropping [[Minotaur]] shields.


On Hard Mode, revival is disabled. While inside Darkness Zones, fallen Guardians cannot be revived by their teammates. Anyone who dies will stay dead until the remaining team members complete the current Raid phase or wipe and revert to the last checkpoint. [[Sunsinger]] [[Warlock]]s can still use [[Radiance]] to self-revive.
On Hard Mode, revival is disabled. While inside Darkness Zones, fallen Guardians cannot be revived by their teammates. Anyone who dies will stay dead until the remaining team members complete the current Raid phase or wipe and revert to the last checkpoint. [[Sunsinger]] [[Warlock]]s can still use [[Radiance]] to self-revive.
**[[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 roooms. The raid is almost entirely identical to the original version in terms of asthetics, 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===
Players spawn in an open area outside the Vault's entrance littered with [[Vex]] ruins. The goal is to open the gate by assembling a [[Spire]], which acts as a key. The Spire is built by having all three [[Sync Plate]]s in the area continuously active for a period of five minutes. Sync Plates are initially activated by clearing them of enemies and standing on them. Once activated, waves of Vex enemies will spawn at points near the Sync Plates and attempt to deactivate them. Players must destroy the Vex before they can force Guardians away from Sync Plates, or the Spire's construction will reverse.
**[[Destiny]]: Players spawn in an open area outside the Vault's entrance littered with [[Vex]] ruins. The goal is to open the gate by assembling a [[Spire]], which acts as a key. The Spire is built by having all three [[Sync Plate]]s in the area continuously active for a period of five minutes. Sync Plates are initially activated by clearing them of enemies and standing on them. Once activated, waves of Vex enemies will spawn at points near the Sync Plates and attempt to deactivate them. Players must destroy the Vex before they can force Guardians away from Sync Plates, or the Spire's construction will reverse.


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.


====Left Plate====
**[[Destiny 2]]: 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)]].
This Plate is to the left of where players first spawn in the the Waking Ruins. This area is in a half-tunnel of stone and machinery, with two waves of Vex spawning. One of these waves comes from the open plain and appear relatively far away. The other is directly behind the Plate, near the path up to the Center Plate. This Plate can be easily reached.
 
Much of this plate is taken up by a [https://www.wikiwand.com/en/Greeble greebled] stone block of Vex machinery, which is both helpful and a nuisance; a single player can stand atop the block and snipe enemies, but Vex can sneak up on unwary players. A team of two players is recommended to guard this Plate. More competent players with an awareness of what is around them can guard this Plate alone while the second player can relieve others as needed, but lack of open spaces mean the Vex can outmaneuver defenders if left unattended. Sufficient weaponry, of all types, and of the correct elemental damage can mitigate this.
 
====Center Plate====
This plate is in an open space directly before the Vault, with Vex attacking from below players' line-of-sight. Vex spawn on both sides, between Left and Right Plates adjacent to the Center, and can often be handled by other player teams. Still, a wary eye is needed to ensure that Praetorians and Major [[Harpy|Harpies]] do not sneak up; [[Hobgoblin]]s can also be a problem.
 
====Right Plate====
This Plate is perhaps the easiest of the lot to handle. A single player, armed with one or two Void weapons, can deal with the Vex that spawn from either end with ease, freeing up the other player to help out other teams. Its advantage over the other two is that it is an open space free of obstructions, unlike the Left Plate, and with enemies able to be easily seen, unlike the Center Plate. However it cannot be reached easily from the ground unless one jumps on a block of rock first, unlike the Left Plate.


===Stage 2: The Trial of Kabr / Templar's Well===
===Stage 2: The Trial of Kabr / Templar's Well===
Follow the passageway down. Along the way the players will come across their first chest full of either Ascendant Energy or Raid-specific gear, though the former is more likely than the latter. Off to the side of this platform, and down, is a special tunnel a little ways below, hidden by greenery; by timing the jump players can easily make it to the underground tunnel. With some trial-and-error players can skip the platforming and appear to the left of the Templar's Well, although it takes time to navigate.
**[[Destiny]]: Follow the passageway down. Along the way the players will come across their first chest full of either Ascendant Energy or Raid-specific gear, though the former is more likely than the latter. Off to the side of this platform, and down, is a special tunnel a little ways below, hidden by greenery; by timing the jump players can easily make it to the underground tunnel. With some trial-and-error players can skip the platforming and appear to the left of the Templar's Well, although it takes time to navigate.


If players ignore the underground tunnel and continue down the passageway there will be a series of platforms to jump down on first before entering the first major room. A sniper can be left on the initial platform before the Well to deal with Hobgoblins that spawn on distant rocks, although this is not recommended unless they have an awareness of what is around them.
If players ignore the underground tunnel and continue down the passageway there will be a series of platforms to jump down on first before entering the first major room. A sniper can be left on the initial platform before the Well to deal with Hobgoblins that spawn on distant rocks, although this is not recommended unless they have an awareness of what is around them.
Line 56: Line 49:
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]]: Players should split into 3 team 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 [[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===
After defeating the Oracles, the players will reach a checkpoint and have a break to reorganize before the boss fight. The pool of light will disappear, and in its place will be a Relic called [[The Aegis]], a wieldable shield forged by Kabr, the Legionless. Once a player picks it up the Templar will appear.  
**[[Destiny]]: After defeating the Oracles, the players will reach a checkpoint and have a break to reorganize before the boss fight. The pool of light will disappear, and in its place will be a Relic called [[The Aegis]], a wieldable shield forged by Kabr, the Legionless. Once a player picks it up the Templar will appear.  


The Relic has two melee attacks (one being a dash-attack, the other a "death-from-above" style-attack if the player jumps in the air), a cleansing attack bound to the grenade button, and a [[Super]] attack—the only way to take down the Templar's shield. The Relic also has a shield similar to [[Ward of Dawn]] when the cleanse affect is active, aside from players actually being able to shoot the Relic's shield. Once the cleansing is used there will be a cooldown, its length based on how long the cleanse was used, preventing the holder from activating it again until it is recharged.
The Relic has two melee attacks (one being a dash-attack, the other a "death-from-above" style-attack if the player jumps in the air), a cleansing attack bound to the grenade button, and a [[Super]] attack—the only way to take down the Templar's shield. The Relic also has a shield similar to [[Ward of Dawn]] when the cleanse affect is active, aside from players actually being able to shoot the Relic's shield. Once the cleansing is used there will be a cooldown, its length based on how long the cleanse was used, preventing the holder from activating it again until it is recharged.
Line 72: Line 69:


For the challenge mode of this encounter (Weekly 390 only), the Templar cannot teleport. Successfully completing this challenge will award players an Age of Triumph ornament and an Exotic version of one of the raid's primary weapons.
For the challenge mode of this encounter (Weekly 390 only), the Templar cannot teleport. Successfully completing this challenge will award players an Age of Triumph ornament and an Exotic version of one of the raid's primary weapons.
**[[Destiny 2]]: The only change to this encounter is the way that oracles can be killed, which is in order of appearance. The [[relic]] holder also cannot pick up [[Orbs of Power]] to charge the super attack quicker.


===Stage 4: The Gorgons' Labyrinth===
===Stage 4: The Gorgons' Labyrinth===
The players will enter a room with a very large drop to the bottom. Jump down, then double-jump before hitting the bottom to negate fall damage.
**[[Destiny]]: The players will enter a room with a very large drop to the bottom. Jump down, then double-jump before hitting the bottom to negate fall damage.


This next part will require high coordination and quick reactions. The maze ahead is filled with glowing silver-white Harpies called [[Gorgon]]s. Gorgons will kill the entire party in five seconds if they spot them, so the party needs to exit the labyrinth without being seen.  
This next part will require high coordination and quick reactions. The maze ahead is filled with glowing silver-white Harpies called [[Gorgon]]s. Gorgons will kill the entire party in five seconds if they spot them, so the party needs to exit the labyrinth without being seen.  
Line 85: Line 84:


On Hard Mode there are four permanent Gorgons watching specific parts of the map, further limiting where the party may go.
On Hard Mode there are four permanent Gorgons watching specific parts of the map, further limiting where the party may go.
**[[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 3 [[Vex]] boxes hidden around the area.


===Stage 5: Jumping Puzzle===
===Stage 5: Jumping Puzzle===
After exiting the Gorgons' Labyrinth, the next room is a large, bottomless chamber with a platform nearby. Standing on the platform will summon a new platform, but will also make the current platform disappear in a few seconds. The party needs to jump from platform to platform until they can reach the narrow ledge on the other side, then follow it until they reach a doorway to the right in a recessed chamber. If players have sufficient patience they can navigate all the way down to the recessed chamber, although this is not recommended.
**[[Destiny]]: After exiting the Gorgons' Labyrinth, the next room is a large, bottomless chamber with a platform nearby. Standing on the platform will summon a new platform, but will also make the current platform disappear in a few seconds. The party needs to jump from platform to platform until they can reach the narrow ledge on the other side, then follow it until they reach a doorway to the right in a recessed chamber. If players have sufficient patience they can navigate all the way down to the recessed chamber, although this is not recommended.


More daring players can attempt to jump once a sufficient way through to the ledge on the furthest side of the room, though careful timing is needed so Lift or double-jump can slow players. From there careful navigation along the ledge will take you to the platform that leads into the Glass Throne.
More daring players can attempt to jump once a sufficient way through to the ledge on the furthest side of the room, though careful timing is needed so Lift or double-jump can slow players. From there careful navigation along the ledge will take you to the platform that leads into the Glass Throne.
Line 98: Line 99:


There is an alternate route of platforms that spawn directly to the opposite side. To get there, approach the edge of the beginning of the area and jump up into a cave that is up to the left and proceed through the cave. The platform will spawn directly beneath it.
There is an alternate route of platforms that spawn directly to the opposite side. To get there, approach the edge of the beginning of the area and jump up into a cave that is up to the left and proceed through the cave. The platform will spawn directly beneath it.
**[[Destiny 2]]: After crossing the chasm with the disappearing platforms, players can open another secret chest. This one is hidden directly up and to the right of the hallway immediately before [[Atheon, Time's Conflux]]'s chamber.


===Stage 6: Awaken the Glass Throne===
===Stage 6: Awaken the Glass Throne===
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.  
**[[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 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 cleanse 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 cleanse 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''."


While this is happening players outside the portals will need to defend the Plate next to the portal to keep it open, and defend the Conflux that appears in the center of the room once the Relic from the one portal is retrieved. Once both Relics are retrieved and the Conflux is completely built players will need to defend against [[Minotaur]]s from both portals and from the main room; once this is complete this stage is done.
While this is happening players outside the portals will need to defend the Plate next to the portal to keep it open, and defend the Conflux that appears in the center of the room once the Relic from the one portal is retrieved. Once both Relics are retrieved and the Conflux is completely built players will need to defend against [[Minotaur]]s from both portals and from the main room; once this is complete this stage is done.
**[[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.
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 eneimes 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 [[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 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, signalling 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===
For this section the final boss will appear: [[Atheon, Time's Conflux]]. Periodically it will teleport Guardians to a point in time, either past (Mars) or future (Venus) versions of the Vault, where one player picks up a Relic and deals with the enemies, and other two focus on destroying six red/yellow [[Oracle]]s. On Hard Mode, Atheon will also Detain Guardians not sent into the portals. The away team will face either three Descendant Hobgoblins if in the past or two Precursor Goblins and a Praetorian if in the future. In the past, the relic holder can instantly kill the Hobgoblins, so the other two players should not shoot them, which would cause their shields to activate, providing further hassle for the relic bearer. However, the Minotaur on Venus is very deadly and takes several hits with the relic to kill. To help out the Relic holder, the other two players should throw their grenades at it, doing damage and also making it cower for a few seconds, giving the Relic holder invaluable time to damage it. Aside from clearing the enemies, the Relic holder can destroy the oracles in one hit with a "Jump + Heavy" attack or by using the Relic's unique Super ability. Caution must be observed as the player's screen will eventually go black; using the Relic's cleanse will wipe the darkness away.
**[[Destiny]]: For this section the final boss will appear: [[Atheon, Time's Conflux]]. Periodically it will teleport Guardians to a point in time, either past (Mars) or future (Venus) versions of the Vault, where one player picks up a Relic and deals with the enemies, and other two focus on destroying six red/yellow [[Oracle]]s. On Hard Mode, Atheon will also Detain Guardians not sent into the portals. The away team will face either three Descendant Hobgoblins if in the past or two Precursor Goblins and a Praetorian if in the future. In the past, the relic holder can instantly kill the Hobgoblins, so the other two players should not shoot them, which would cause their shields to activate, providing further hassle for the relic bearer. However, the Minotaur on Venus is very deadly and takes several hits with the relic to kill. To help out the Relic holder, the other two players should throw their grenades at it, doing damage and also making it cower for a few seconds, giving the Relic holder invaluable time to damage it. Aside from clearing the enemies, the Relic holder can destroy the oracles in one hit with a "Jump + Heavy" attack or by using the Relic's unique Super ability. Caution must be observed as the player's screen will eventually go black; using the Relic's cleanse will wipe the darkness away.


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.<ref>''EuroGamer'': '''[http://www.eurogamer.net/articles/2015-01-06-destiny-vault-of-glass-guide?page=6 How to kill Atheon, Time's Conflux]''</ref>
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.<ref>''EuroGamer'': '''[http://www.eurogamer.net/articles/2015-01-06-destiny-vault-of-glass-guide?page=6 How to kill Atheon, Time's Conflux]''</ref>  
 
Like the [[Templar]], it will also become enraged after eight minutes if Guardians take too long to defeat him, a warning appearing after seven minutes will appear to indicate this.
Like the [[Templar]], it will also become enraged after eight minutes if Guardians take too long to defeat him, a warning appearing after seven minutes will appear to indicate this.


Line 117: Line 130:


For the challenge mode of this encounter (weekly 390 only), each player must destroy only one oracle per teleport phase. That means the people outside also have to go in the correct side and destroy an oracle, rather than just waiting. But, not everyone can be in the portal at once, or everyone will be killed and return to the last checkpoint. So basically, Atheon teleports people, two people kill oracles while the correct portal is called out and opened, the two who have already destroyed two leave, the three outside go in, and then the four other oracles get destroyed accordingly. Ideally, upon leaving the portal, you'd go to middle and wait for the damage phase, not stand on the plate. If you sit on the plate you will slowly be blinded, and by the time damage comes around, chances are,  you won't know where you are or where to go. Interestingly, the portal will stay open, even if no one is on the plate. So, you may as well go to middle as soon as possible and wait for the relic bearer to eventually come and cleanse you. If Atheon is not killed in one damage phase, rinse and repeat the previous steps until it is killed. Upon completion of the challenge, players receive an Age of Triumph ornament and an Exotic version of one of the raid's primary weapons.
For the challenge mode of this encounter (weekly 390 only), each player must destroy only one oracle per teleport phase. That means the people outside also have to go in the correct side and destroy an oracle, rather than just waiting. But, not everyone can be in the portal at once, or everyone will be killed and return to the last checkpoint. So basically, Atheon teleports people, two people kill oracles while the correct portal is called out and opened, the two who have already destroyed two leave, the three outside go in, and then the four other oracles get destroyed accordingly. Ideally, upon leaving the portal, you'd go to middle and wait for the damage phase, not stand on the plate. If you sit on the plate you will slowly be blinded, and by the time damage comes around, chances are,  you won't know where you are or where to go. Interestingly, the portal will stay open, even if no one is on the plate. So, you may as well go to middle as soon as possible and wait for the relic bearer to eventually come and cleanse you. If Atheon is not killed in one damage phase, rinse and repeat the previous steps until it is killed. Upon completion of the challenge, players receive an Age of Triumph ornament and an Exotic version of one of the raid's primary weapons.
**[[Destiny 2]]: This encounter is nearly unchanged from the [[Destiny]] 1 version, with only two exceptions:
1) There are six oracle locations, 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.
2) During 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 recieves 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.


==Rewards==
==Rewards==
355

edits