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Destiny's first raid, the Vault of Glass, has made its way to Destiny 2. Bungie didn't simply port the raid, however. There are some important mechanical changes in the Destiny 2 version, making this raid much harder than it was previously.

Related: Destiny 2: Tips To Prepare For The Vault Of Glass Raid

Of course, no raid releases without a new suite of loot, and Vault of Glass surely delivers. Featuring old classics such as Fatebringer and Vision of Confluence, Destiny veterans and newcomers alike can set their sights on some archetype-defining weaponry. This guide will go over how to complete every encounter, covering encounter mechanics and strategies you can use to make this raid as easy as possible.

Note: This guide doesn't cover every encounter challenge. Consult our Vault of Glass challenges guide for this information.

Updated July 23rd, 2021, by Charles Burgar: VoG's Master difficulty variant and weekly challenges are now available, giving Guardians a chance to complete one of the game's hardest activities for a chance of obtaining some powerful weapons. We've updated this guide to cover Master difficulty changes, added links to our VoG challenges guide, and we've added a table of contents for easier navigation.

Differences Between Destiny And Destiny 2 VoG

If you've played the Vault of Glass raid in the original Destiny, you might be expecting the Destiny 2 version to be virtually the same. This isn't the case. Bungie made some rather massive changes to VoG that make it much harder than before.

General Changes

  • Oracles must be destroyed in sequence now.
    • Every encounter with Oracles will spawn them in a certain order. You must destroy the Oracles in the exact order they spawn in, else your team will be "Marked for Negation" and wipe.
  • Enemy density has been amplified.
    • Crowd control specs are highly recommended.
  • You cannot shoot yourself out of a detain bubble.
    • A teammate has to break you out of the dome once you're trapped.

Spire Encounter

  • No Changes

Conflux Encounter

  • Wyverns and Overload Minotaurs are present in this encounter.

Oracle Encounter

  • Oracles must be destroyed in the order they spawn in.
    • Destroying Oracles in the wrong order will mark every fireteam member with "Marked for Negation" and repeat the last sequence.
  • This encounter has five waves of Oracles instead of three.
    • Each wave adds an additional Oracle to manage. The first wave has three Oracles, and the final wave has seven.

Templar Encounter

  • Each Oracle set consists of three Oracles.
    • You'll need to destroy them in sequence, as with the last encounter.
  • The Aegis no longer purges "Marked for Negation."
    • You'll need to use the central pool to remove the debuff.

Gorgan Maze

  • Hidden chests have changed.
    • The first hidden chest has been removed.
    • The second chest cannot be accessed until you break three Vex cubes hidden in the maze.

Gatekeeper Encounter

  • This encounter has been fundamentally overhauled.
    • You only get one Aegis, and entering a portal with the Aegis prevents you from leaving for 45 seconds. You'll need to rotate players between both portals to pass the Aegis around.
    • Read our "Awaken the Glass Throne" part of the guide for more info.
  • Precursor Gatekeepers (Mars and Venus) are now either Wyverns or Minotaurs.
  • Glass Throne Minotaurs are now Overload Minotaurs.

Atheon Encounter

  • Teleported players have to destroy three sets of Oracles before they can leave.
    • Each Oracle set consists of three Oracles. The Glass Throne team must tell the portal team which Oracles to shoot. They'll spawn in a sequence for the throne team.
  • One teleported player will become detained shortly after they leave Mars or Venus.
    • It's random who gets chosen. Players are detained when "Time's Vengeance" reaches 15 seconds.
    • You have five seconds to react before you become trapped in the dome.
  • Atheon moves much more during the DPS phase.
    • This makes it much harder to land critical hits.

Master Difficulty Changes

Vault of Glass has two difficulty variants: Legend and Master. Master difficulty allows players to earn Masterwork materials and Timelost weapons—VoG's take on Adept gear—by completing much harder encounters. "Much" is an understatement. Here are the changes you can expect from the Master version.

Master Modifiers

  • Power Level: 1,350
    • This is NOT Contest Mode. Those with a high enough Artifact level can become at-level with each encounter.
  • Champions: Overload
    • Overload Minotaurs are present in certain encounters.
  • Champions: Barrier
    • ​​​​​​​Barrier Hobgoblins are present in certain encounters.
  • Champions: Mob
    • ​​​​​​​This mode contains additional Champions.
  • Match Game
    • ​​​​​​​Enemy shields are highly resistant to all unmatched elemental damage.
    • Shields present: Arc, Void
  • Chaff
    • ​​​​​​​Radar is disabled.
  • Air Superiority
    • ​​​​​​​Flying units do increased damage.

IMPORTANT NOTE: Revives have not changed with Master VoG. If you die with a revive token, you'll keep it when you're revived. Each player only has one revive token per encounter, as usual.

General Changes

  • Harpies now have Arc shields.
    • ​​​​​​​Supplicants don't have shields.
  • Encounters can now drop Masterwork materials
    • ​​​​​​​Enhancement Prisms have a high drop chance. Ascendant Shards have a low drop chance.
  • Timelost weapons can now drop.
    • You must complete the weekly challenge to obtain a Timelost weapon.
    • The Timelost weapon that drops is tied to the weekly challenge.
      • Conflux Challenge: Vision of Confluence
      • Oracle Challenge: Praedyth's Revenge.
      • Templar Challenge: Fatebringer
      • Gatekeeper: Hazen Vengeance
      • Atheon: Corrective Measure
      • Complete All Five Challenges: Found Verdict

Spire Encounter

  • Praetorians are occasionally replaced with Overload Minotaurs.
    • Praetorians still spawn.

Conflux Encounter

  • Barrier Hobgoblins are now present.
    • ​​​​​​​They spawn on the left and right Confluxes.
    • Overload Minotaurs are still present.

Oracle Encounter

  • Overload Minotaurs now spawn.

Templar Encounter

  • Overload Minotaurs now spawn.

Gorgan Maze

  • No Changes

Gatekeeper Encounter

  • A wave of Barrier Hobgoblins spawn when the Throne Room Conflux spawns.
    • ​​​​​​​Overload Minotaurs are still present.

Atheon Encounter

  • Barrier Hobgoblins are now present on Mars and Venus.
    • ​​​​​​​Only the portal realms have these enemies.
  • Atheon's damage has been increased.
    • ​​​​​​​Standing in a Well of Radiance won't save you.

Form The Spire

Encounter Synopsis

  • Split your team into three pairs, each covering a plate.
  • Prevent the Vex from intercepting a plate.
  • Kill Minotaurs and Cyclopses that occasionally spawn.
Subclass Weapons Mods
  • Stasis
  • Anything you're comfortable with
  • Sniper Rifles
  • Swords
  • Warmind Cell mods

To open the entrance to the Vault of Glass, you'll need to create a Vex spire by standing on three plates. Split your team into three pairs. Each pair will cover a plate. The plates are in front, to the left, and to the right of the central spire.

Have one member from each pair stand on a plate. This will cause a constant stream of Goblins and Hobgoblins to spawn near your plate. They'll attempt to walk onto your plate. Don't let them touch the plate.

Occasionally, Minotaurs and Cyclopses will spawn in the arena. The Minotaurs will rush to the plate's location as fast as they can, and Cyclopses will pelt you with deadly projectiles from afar. Use your Super and Heavy weapons to take both of these enemies out. When you've defended the plates for long enough, the entrance to the vault will open. Grab the chest and follow the path.

Note: For the "Temporal Caches" Triumph, this encounter's final chest counts as a hidden chest. Be sure to grab it before continuing. Hidden chests noted in the guide are labeled with respect to this Triumph.

Hidden Chest #2

After you complete the spire encounter, make your way through The Trial of Kabr. You'll enter a room with a seemingly endless chasm emitting yellow-green light. You'll want to jump off the platform with your back facing the chasm. A hidden entrance will be visible in the middle of the vex structure. Jump inside, then follow the path to find a rather spacious room with a Vex plate. The chest can be found in the right half of the room.

Defend The Confluxes

Encounter Synopsis

  • Defend Confluxes from waves of Vex enemies.
  • Prevent Wyverns and Overload Minotaurs from assimilating with the Conflux.
Subclass Weapons Mods
  • Hunters
    • ​​​​​​​Top Tree Nightstalker
    • Revenant
  • Warlocks
    • ​​​​​​​Middle Tree Dawnblade
    • Shadebinder (Bleak Watcher spec)
    • Top Tree Voidwalker
  • Titans
    • ​​​​​​​Top Tree Sentinel
    • Bottom Tree Sunbreaker
  • Salvager's Salvo
  • Xenophage
  • Anarchy OR Witherhaord
  • Don't use Swords

When you drop down into the arena, you'll notice a Vex platform directly in front of you. This is known as a Conflux, and this encounter tasks you with defending them against an onslaught of Vex.

Related: Destiny 2: Beyond Light - What Are Aspects (& How To Obtain All Of Them)

This room is divided into three sections: left, middle, and right. Each side of the room has a Conflux that will need to be defended. You'll only need to defend one Conflux to start, but additional Confluxes come online as time passes.

The Confluxes activate in the following order:

  • Phase One: Middle Conflux
  • Phase Two: Left and right Confluxes
  • Phase Three: Left, middle, and right Confluxes

Split your team into three pairs, just like the last encounter. Designate each group to a section of the area (left, middle, and right). Each pair is responsible for the Conflux on their side. Defend your Conflux from the incoming army of Vex units.

After you've cleared out a few dozen Vex, a major will spawn at the negation pool. This will either be a Wyvern (any phase) or Overload Minotaur (phases two and three only). Use your Heavy weapon and Super to take them down. Should one assimilate with a Conflux, your team will wipe.

One notable enemy you'll face during this encounter is a Fanatic, a headless Goblin that explodes on death. These enemies drop pools of energy when slain. When walked over, you'll gain the "Marked for Negation" debuff. If you do not remove this debuff before Templar (the Hydra hanging out at the center of the area) commences the "Ritual of Negation," you will die. You'll know when the Templar is initiating the ritual when a yellow string of text appears on your screen stating "Ritual of Negation."

To cleanse this debuff, you must walk over the Vex plate at the very center of the arena. A text prompt stating "CLEANSED" will appear to the left of your crosshair, indicating that you've removed the debuff. This pool has a cooldown before it can be used again, so be sure that every player who's Marked for Negation walks into the pool simultaneously to cleanse their debuff.

Destroy The Oracles

Encounter Synopsis

  • Destroy Oracles in the sequence they spawn in.
  • Survive against the onslaught of Vex Goblins and Hobgoblins.
Subclass Weapons Mods
  • Hunters
    • ​​​​​​​Bottom Tree Nightstalker
  • Warlocks
    • ​​​​​​​Middle Tree Dawnblade
  • Titans
    • ​​​​​​​Top Tree Sentinel
  • Xenophage
  • Sniper Rifles
  • Sniper Resistance
  • Do not use Warmind Cells

In this encounter, you'll need to destroy blue cubes named Oracles. Unlike Destiny 1, Oracles spawn in a sequence. You'll need to destroy the Oracles in the same order they spawn in, else your team will become Marked for Negation. These data cubes are fairly tanky, so you'll want to bring a weapon that deals good single-target damage like Xenophage or a Sniper Rifle.

There are seven spawn locations for Oracles: three on the left side, three on the right, and one near the middle. Most players refer to the Oracles as "Left One," "Right Two," or "Right Three." Some players will call the third Oracle for a given side "Dark," referencing its location in a dark corner of the room. The central Oracle is usually referred to as "Mid" or "Middle."

When the encounter begins, you'll hear three distinct chimes, each chime denoting an Oracle spawn. Each Oracle does have a unique audio pitch, so those with acute hearing can determine an Oracle's spawn location off sound alone. The Oracle chime plays twice. After it plays for the second time, you will have a short timeframe to destroy every Oracle that spawned.

Designate each player to cover one Oracle spawn. The people covering L1 and R1 can destroy the middle Oracle if it spawns. Have each person state the order that their Oracle spawned in. Each player will then destroy their Oracle when it's their turn.

Here's an example phase:

Oracle Chime: L3, R2, Mid

  1. L3 player says, "One."
  2. R2 player says, "Two."
  3. The L1 or R1 player will state "three," as these players will cover for the middle Oracle.
  4. L3 shoots their Oracle, then says "One" to signal to the R2 player that they can shoot.
  5. R2 shoots their Oracle, then says, "Two."
  6. The third player destroys the middle Oracle.
  7. Players wait for the next Oracle sequence to begin.

Should you fail to destroy your Oracle, everyone will become Marked for Negation. You'll need to immediately run towards the Vex plate at the center of the arena and have everyone cleanse simultaneously. If you fail an Oracle wave, the exact same sequence will play again afterward.

RELATED: Destiny 2: Every Mod In Season Of The Splicer's Paradrome Cube Artifact

There are five waves of Oracles that spawn during this encounter. The first wave will spawn three Oracles, with subsequent waves adding one new Oracle to the sequence. The final wave will have seven Oracles. You don't get extra time for destroying more Oracles, so you'll need to act fast towards the end.

Note: Warmind Cells destroy Oracles. Be careful when using them.

Beyond the Oracle mechanic, the only other notable part of this encounter is the sheer number of Hobgoblins that spawn. These Hobgoblins will spawn on the outskirts of each side. Players that aren't currently handling an Oracle should direct their attention towards destroying these Hobgoblins.

Defeat The Templar

Encounter Synopsis

  • Use the Aegis relic to lower the Templar's shield.
  • Destroy Oracles in the sequence they spawn in.
  • Destroy the Templar.
Subclass Weapons Mods
  • Hunters
    • ​​​​​​​Bottom Tree Gunslinger
  • Warlocks
    • Top Tree Voidwalker
    • ​​​​​​​Middle Tree Dawnblade
  • Titans
    • ​​​​​​​Top Tree Sentinel
  • Anarchy OR Witherhoard
  • x2 Slug Shotguns
    • Replace one with a Sniper Rifle if needed
  • Concussive Dampener

To start this encounter, one player will need to grab the relic at the center of the negation pool. This is known as the Aegis. Get used to this shield, as it'll be used in every main encounter for the rest of the raid. Dedicate one person to be your Aegis user. You'll need the Aegis to remove the Templar's impenetrable shield.

The Aegis can do a few things:

  • Attack: You have light and heavy attacks, similar to a Sword. Heavy attacking mid-air will cause you to slam the ground. You can attack as much as you want with the Aegis.
  • Block: Hold the guard key to project an energy dome around yourself, protecting allies from harm.
  • Super: Fire a projectile of pure energy from your shield, capable of destroying the Templar's shield.

Aegis User

The Aegis player's job is to destroy the Templar's shield and to prevent it from teleporting. When you first grab the shield, try to melee Vex enemies around the arena. This will grant Super energy.

When your team is ready, use your Super ability on the Templar. This will remove its shield, allowing your team to damage the boss. Periodically, the Templar will mark a location in the area that it'll teleport to. You'll need to stand in the teleport spot to interrupt the Templar, extending your team's DPS phase. Should the Templar focus you, hold the guard button to absorb its onslaught of attacks.

Everyone Else

The rest of the team will need to deal with the first set of Oracles while the Aegis user is preparing their Super. A set of three Oracles will spawn near the start of the encounter. Use the same strategy from the last encounter to break them.

When the Oracles are destroyed, have every non-Aegis player meet up near the middle Conflux. The Aegis player will lower the Templar's shield, giving you a damage window. Deploy a Ward of Dawn, Well of Radiance, and use your Supers to damage the boss. If your entire fireteam is using double slug Shotguns and Anarchy, you can kill Templar before the second set of Oracles spawn.

Related: Destiny 2: A Complete Guide To Armor Synthesis

If your team lacks those things, then do your best to damage the boss while your Aegis player blocks its teleports. Blocking teleports will cause more enemies to spawn in the arena, so designating one player to clear them out isn't a bad idea. When things get too chaotic to handle or Oracles spawn, have the Aegis player allow the Templar to teleport. This will redeploy its shield, giving your team a breather. Break the Oracles, lower the shield, then repeat the process.

Note: One random player will gain the "Imminent Detain" debuff once the Templar's shield breaks. You have five seconds to reposition before you become encased in a dome. A fireteam member will need to break you out by shooting the dome.

Gorgon's Labyrinth

Encounter Synopsis

  • Reach the other side of the maze without being detected.
Subclass Weapons Mods
  • Any
  • Swords
    • For third-person view
  • Any

After a short walk, you'll enter the Gorgon's Labyrinth. This area is patrolled by Gorgons—glowing Harpies that will kill everyone if they spot someone. Unlike the rest of the raid, this encounter is a stealth section. You'll want to avoid the Gorgons as much as possible.

Stick to the rocks that dot the area, using your Sword to view where the Gorgons are heading. When there are no Gorgons nearby, make your way to the northern end of the labyrinth. Climb up any angled rocks to get a safe vantage point of the Gorgons.

The exit can be found beside a massive rock jutting out of the ground at a steep angle. Jump off the rock and run towards the lit cave to find the escape tunnel.

If you played Vault of Glass in the original Destiny, the Gorgons take the same path in Destiny 2. You can clear the maze with the same path as before, climbing up the inclined rocks around the arena to get around the Harpies.

Jumping Puzzle

Outside of the labyrinth is a simple jumping puzzle. Platforms will phase in and out of existence during this part. You'll need to jump onto a platform right as it spawns, then wait for a new platform to materialize. Follow the platforms to reach the bottom.

Hidden Chest #3

There are three floating Vex cubes in the maze. You'll need to destroy all three of them to open a hidden door. You can find the door at the eastern end of the maze out of spawn. If you played VoG in Destiny 1, it's where the second hidden chest used to be.

All three Vex cube locations have been covered in Esoterrik's hidden chest guide for VoG.

Hidden Chest #4

During the jumping puzzle, just before you reach the gate that leads to the next encounter, head left of the gate entrance. Climb up the dimly lit wall to find a chest.

Awaken The Glass Throne (Gatekeeper Encounter)

Encounter Synopsis

  • Prevent the Vex from assimilating with Confluxes on Venus and Mars.
  • Pass the Aegis between Venus and Mars.
  • Defend the throne Conflux.
Subclass Weapons Mods
  • Hunters
    • ​​​​​​​Bottom Tree Nightstalker
  • Warlocks
    • ​​​​​​​Top Tree Voidwalker
    • Middle Tree Dawnblade
    • Shadebinder (Bleak Watcher Spec)
  • Titans
    • ​​​​​​​Top Tree Sentinel
    • Bottom Tree Sunbreaker
  • Xenophage
  • Anarchy OR Witherhoard
  • Overload Rounds
    • Anti-Barrier is needed for Master
  • Concussive Dampener
  • Protective Light (if owned)

Before you can face Atheon, you'll need to destroy the Vex inside his throne and defeat Vex across multiple planets. You read that right: this encounter asks you to jump between planets to defend Confluxes.

Start the encounter by killing the Vex inside the throne room. They'll be a Gatekeeper Hydra at the center of the arena. Once it's dead, you'll hear a distinct horn, signaling that you can now open the portals that lead you to different planets. The Gatekeeper also drops an Aegis shield. Have one player grab the Aegis.

There are two portals in this arena, one on each side. To open them, one player must stand in the Vex gate directly across from the portal. There's a pillar in the middle of each of them, so they're hard to miss. When you see the message "A Vex Timegate is active," the portals are ready to go. Assign two players to go through the portal, one for each side. Make sure the Aegis player doesn't go through the portal initially. The remaining four players will be split between defending the throne room and jumping into the portal as needed.

Portal Players

Those that enter the portal will spawn at one of two planets: Mars or Venus. Mars is the left portal, and Venus is the right portal.

Upon entering the arena, you'll need to defend a central Conflux against waves of Vex—similar to the second encounter. Eventually, one side will have a Minotaur spawn that has an immune shield. To break this shield, you must damage the Minotaur with the Aegis.

If your side gets a Wyvern, simply kill it. If you spawn at the side with a Minotaur, call out which planet or side you're on. The Aegis player will then enter the portal and destroy the Minotaur for you. However, the Aegis player that enters will be afflicted with the "Teleport Destabilized" debuff, preventing them from using a portal for the next 45 seconds.

Related: Destiny 2: Every New Weapon In Season Of The Splicer

Because of this, the Aegis user that enters must drop their Aegis after killing a Minotaur. The second player in the portal room will grab the Aegis, then pass it to another player in the throne room. That player then enters the second portal (whichever one didn't have the Aegis last) to assist. This process repeats six times, with each side alternating Minotaur spawns.

That procedure sounds somewhat confusing, so let's give an example of how a cycle would work:

  1. Player A and B enter Mars and Venus, respectively.
  2. Player A has a Minotaur. They call out "Minotaur on Mars."
  3. The Aegis player (Player C) enters the Mars portal and destroys the Minotaur. Since they're debuffed, they drop the Aegis.
  4. Player A grabs the Aegis and leaves to the throne room. Player A is now debuffed.
  5. Player D isn't debuffed and in the throne room, so they'll take player A's Aegis.
  6. Player D heads to Venus to help player B, as Venus will have a Minotaur spawn next.
  7. Player D kills the Minotaur, then player B grabs the Aegis and leaves.

If it makes it easier, you can assign four players to this role. The Teleport Destabilized debuff will expire by the time the fourth player gets debuffed, leaving two players to defend the throne room.

Throne Players

Throne Guardians have two jobs:

  1. Defend the portal plates from incoming Vex.
  2. Grab the Aegis and assist a portal player when needed.

The first task is fairly simple: prevent the Vex from disabling a portal plate. Vex will trickle into the arena in waves, attempting to touch the plate that activates a portal. If they touch it, the portal will close, meaning you'll need to reopen it. Overload Minotaurs will also spawn shortly after a wave of Vex spawn, spawning at the southern end of the room. Stun them with Overload Rounds before killing one.

Gatekeepers will also spawn near the center of the arena on occasion. These enemies disable both portals while they're alive, so be sure to kill them as soon as they spawn.

Portal players that bring the Aegis to the throne room will need someone to grab the relic. If you don't have the "Teleport Destabilized" debuff, grab the Aegis off of them and assist the side they tell you (opposite of where they came from). You'll then become a portal player for a cycle. This cycle will happen six times before the final phase begins.

Final Phase

Once enough Minotaurs have been defeated, a Conflux will spawn at the center of the throne room. Every player must head to the throne Conflux, Aegis player included.

Your team will be attacked from three sides: the left portal, the right portal, and the staircase leading to the glass throne. Wyverns and Minotaurs will periodically spawn, attempting to assimilate with the Conflux. If one of them succeeds, your fireteam wipes. Have the Aegis player focus on the Minotaurs and two or three players focus on the Wyverns. Survive the Vex assault to complete the encounter.

Destroy Atheon

Encounter Synopsis

  • Destroy Oracles on Mars and Venus to weaken Atheon.
  • Destroy Atheon, Time's Conflux.
Subclass Weapons Mods
  • Hunters
    • ​​​​​​​Bottom Tree Gunslinger
    • Middle Tree Gunslinger (with Shards of Galanor)
  • Warlocks
    • ​​​​​​​Middle Tree Dawnblade
    • Middle Tree Stormcaller
  • TItans
    • ​​​​​​​Top Tree Sentinel
    • Middle Tree Striker
  • Divinity
  • Xenophage
  • Anarchy OR Witherhoard
  • x2 Slug Shotguns
    • Only on Legend; too dangerous on Master
  • Sniper Rifles
  • Void Resistance
  • Concussive Dampener
  • Warmind Cell mods

Atheon will spawn at the center of the throne room when you start the encounter. This boss moves around a lot and wants nothing more than to kill you. Stick to cover whenever possible when you're in the throne room.

Harpies will spawn in droves a few seconds after the encounter starts. A wave will spawn behind Atheon, one spawns mid-air to the left of the throne, and another mid-air wave spawns to the right. Clearing an entire wave of them will spawn another group soon after, and there doesn't seem to be a limit on how often this can occur. These enemies spawn rather far from you, so consider using a Scout or Pulse Rifle against them.

Pro Tip: Leave one Harpy alive from each group. Additional waves cannot spawn until every enemy from the current group is destroyed.

After around a minute, two messages will display:

  • "Atheon opens the timestreams."
  • "Atheon sends forth the Supplicants."

The first message means that three players, chosen at random, will be teleported to a random planet (Venus or Mars, like the last encounter). For the three players still in the throne room, they'll have to deal with suicide Harpies named Supplicants.

Throne Team

Those that stayed in the throne room will have three jobs:

  1. Open a portal to the planet the other three players are stuck at.
  2. Defeat Harpies and Supplicants.
  3. Tell the portal team which Oracles to shoot.

Whenever the portal team leaves, they'll need to tell you which planet they're on. One member of the throne team will need to stand on the correct plate to open a portal, allowing that team to escape when they're done destroying Oracles. Harpies and Supplicants don't disrupt the portal, so you can leave the plate once the portal is active.

RELATED: Destiny 2: How To Reach 1320 Power Level Quickly

Atheon will create three Oracles in a sequence. The throne team must state the position of each Oracle. This gets tricky because the Oracles are located in odd spots that require both teams to be using the same reference point, else you'll get inverted callouts. We'll cover this in more detail when we cover what the portal team does.

Author's Note: This is an image I made to give a rough idea of where the Oracles spawn. The locations aren't 1:1 in-game. Credit to Destiny Raider for the Atheon arena background.

Stand at the back of the throne room, the same location you spawn from. Call out the order that you see the Oracles, using either numbers or locational callouts to describe what you're seeing.

You'll need to repeat this process three times. After the portal team destroys three sets of Oracles, the ground team will meet up with the portal team near the center of the arena to damage Atheon.

Before we discuss what the portal team does, it's important to mention that Supplicants instantly kill you if they detonate beside your Guardian. Keep them at arms-length at all costs. You can stand on platforms above the Supplicants to prevent them from exploding. The pillars in each Vex plate are safe, so are the ledges near spawn.

Portal Team

Three random players will be teleported to either Mars or Venus. An Aegis relic will spawn near your team. Have one player grab the Aegis, and be sure to tell the throne team which planet you're on so they can bail you out.

Have your team run to the center of the arena, killing the Vex that are residing there. After a few seconds, Oracles will start spawning that you'll need to destroy. The throne team will tell you the order you need to break them in. You'll need to break three sets of Oracles before you can leave. The Oracle locations are the same as the throne room.

Note: To prevent inverted callouts, make sure your team is at the center platform and facing the spawn point (where the relic spawns, not throne room spawn).

Note 2: Destroying a Warmind Cell at the center of the arena will pop every Oracle, bypassing the need to destroy them in order. Breaking an Oracle with a compatible Warmind Cell weapon will spawn a Warmind Cell.

During this part, every member of the portal team will have their screen covered in darkness. This is caused by the "Marked by the Void" debuff, something you get when you're teleported. To remove it, have the Aegis player guard. The dome they project will restore your vision temporarily.

When your team has destroyed all three sets of Oracles, make your way to the exit portal that corresponds with your planet. Get ready to damage Atheon.

Atheon DPS Phase

Once you see "Guardians make their own fate" appear on the bottom-left of your screen, the DPS phase has begun. Every player will gain the "Time's Vengeance" buff for 30 seconds. While active, you can damage Atheon, deal increased damage, and have faster Super and ability recharge time. Consequently, everyone is also debuffed with the "Marked by the Void" debuff.

Have everyone meet up at the same spot. The floating island in between both portals is a good spot, although anywhere works. Use everything you have—Supers, Heavy and Special weapons, grenades—to damage Atheon. To prevent your team from going blind, have one person use the Aegis to cleanse everyone via the guard ability throughout the DPS phase.

Portal Team: When you come back from Venus or Mars, one of you will be debuffed with "Imminent Detain" once Time's Vengeance reaches 15 seconds. When this happens, you have five seconds to reposition before you and nearby allies become trapped in a dome. A fireteam member will need to break you out of the dome.

You have four DPS phases to kill Atheon before your fireteam automatically wipes. Use everything in your arsenal to make each DPS phase count. When Time's Vengeance wears off, Atheon will randomly teleport three people after a few seconds. Repeat what you did last time until Atheon is destroyed.

Congratulations! You just beat the Vault of Glass raid. Claim your loot at the end of the throne room. Similar to the Deep Stone Crypt raid, there's a chest—named the Cache of Kabr—you can interact with that grants duplicate weapon and armor rolls for Spoils of Conquest.

Next: Destiny 2: Beyond Light Complete Guide And Walkthrough