The Dark Below  ·  The Hellmouth  ·  Raid Guide

Crota's End Swordbearer

"Crota, son of Oryx, waits in the dark where the moon used to be. His Hive sing his name through the Hellmouth, his Swordbearers carry his fury into the light, and his Ascendant realm denies it ever existed. Walk the bridge. Steal the blade. Bring him into the light he hates — only then can he die."

Players 6
Location The Hellmouth
Encounters 4
Exotic Necrochasm
Seal Swordbearer
Encounters
01
The Abyss
Swim the dark · Dunk the orbs
02
The Bridge
Summon the bridge · Hold the line
The Thrallway
Shriekers · Barriers · Down the hallway
03
Ir Yût, the Deathsinger
Silence the Hymn
04
Crota, Son of Oryx
Bring him into the light
Bottomless Pit
Bonus chest · Hidden puzzle
Loot Table
1st Encounter
The Abyss
Machine Gun
Adaptive Frame · 450 RPM
Auto Rifle
High-Impact Frame · 360 RPM
Scout Rifle
Rapid-Fire Frame · 260 RPM
Helm Arms Chest
2nd Encounter
The Bridge
Shotgun
Lightweight Frame · 80 RPM
Pulse Rifle
Rapid-Fire Frame · 540 RPM
Scout Rifle
Rapid-Fire Frame · 260 RPM
Arms Chest Legs
3rd Encounter
Ir Yût, the Deathsinger
Machine Gun
Adaptive Frame · 450 RPM
Pulse Rifle
Rapid-Fire Frame · 540 RPM
Hand Cannon
Precision Frame · 180 RPM
Chest Legs Class
4th Encounter
Crota, Son of Oryx
Shotgun
Lightweight Frame · 80 RPM
Auto Rifle
High-Impact Frame · 360 RPM
Hand Cannon
Precision Frame · 180 RPM
Exotic Auto Rifle
Acquired from 'The Bottomless Pit' quest.
Exotic Catalyst
Unlocked by completing 2 secret puzzles within the raid, not a boss drop.
Helm Legs Class
Armor Perks
Origin Trait
Cursed Thrall
After defeating a target with a melee attack, final blows with this weapon cause targets to explode for a short duration.
2 Piece Set Bonus
Cursed Fists
Melee final blows trigger a Cursed Thrall explosion.
4 Piece Set Bonus
Power of the Son
Being in combat for a duration grants progressively more flinch resistance and damage resistance versus combatants.
01
Encounter
Crota's End · First Encounter
The Abyss
The Stills · Hellmouth Depths

"There is a place where light cannot follow. The Hive built it that way — not out of necessity, but preference. Six lanterns stand against an eternity of dark. Walk quickly. The darkness has weight here."

Chalice of Light Enlightened Engulfed in Darkness Weight of Darkness
Map
The Abyss — The Stills map
The Stills · Map credit: @DestinyBulletn / thegamepost.com
Key Mechanics
Chalice of Light
  • Charges over time in four bars — holding past full will kill you
  • Killing enemies while holding the Chalice slightly increases its charge speed
  • When another player takes the Chalice from you at full charge, you receive the Enlightened buff
  • Can be deposited into a Preservation Node and picked up by the next player
  • Picking up from a Preservation Node does not grant Enlightened
Enlightened
  • Granted to the player whose fully-charged Chalice was taken by another player
  • Use it to ignite a lantern or charge the final bridge plate
  • After use, Drained of Light (45 sec) prevents picking up the Chalice again
  • Burn the oldest Enlightened buff at each lantern — first in, first out
Engulfed in Darkness
  • Counts down from 60 seconds — reaches zero and the team wipes
  • Resets instantly when a lantern is ignited or the Chalice is preserved at a node
  • Top priority at all times — never let this lapse
Weight of Darkness
  • Stacks to x10 — slows movement and disables double jump
  • Cleared by standing near a lit lantern until it glows orange
  • Non-lethal — deprioritise if the timer is at risk
Rotation & Encounter Flow
Assign a rotation before you start Number all six players 1 through 6. This order determines who holds the Chalice next throughout the entire encounter. The rotation never skips — 1 → 2 → 3 → 4 → 5 → 6 → 1 → repeat.
Starting the Run
  • 1
    Player 1 picks up the Chalice at the start. The whole team runs forward together as a group.
  • 2
    When Player 1's charge is full, Player 2 takes the Chalice from them — this gives Player 1 the Enlightened buff. Player 2 immediately deposits the Chalice at the Preservation Node beside the first lantern (the first lantern always has a node).
  • 3
    Player 3 picks the Chalice up from the node — always the next player in rotation. The group moves on.
The Main Loop
  • 4
    Continue cycling the Chalice through the rotation. Each time a player's charge is full, the next player takes it — granting the passer Enlightened.
  • 5
    At each lantern, the player who has held Enlightened the longest uses it to ignite. Everyone stands near the lantern to clear Weight of Darkness stacks until it starts glowing orange — then immediately move forward to avoid the explosion.
  • 6
    Whenever you reach a lantern with a Preservation Node, the current Chalice holder deposits it immediately. The next player in rotation picks it up. Never skip a Preservation Node — they activate the next group of lanterns.
  • 7
    Follow the path using every single Preservation Node, cycling the Chalice and burning Enlightened buffs at each lantern as you go. Preservation Nodes appear every couple of lanterns — their placement is semi-randomised.
The Final Plate
  • 8
    At the end of the path, reach the bridge plate. A Preservation Node is located here — deposit the Chalice into it to stop the cycling. Only one Enlightened buff is needed to activate the plate and start building the bridge. Each additional Enlightened buff used on the plate speeds up construction, but is not required.
  • 9
    Hold out against the Ogre Champion, Hive Knights, and Thrall while the bridge constructs. When "The path forward is clear" appears, cross the bridge to finish the encounter.
Never skip a Preservation Node Nodes activate the next group of lanterns. Skipping one leaves subsequent lanterns dark — the team has no way to reset Engulfed in Darkness and will wipe. Always deposit the Chalice the moment you reach a node.
Tips
  • Move as a group. Spreading out risks someone missing the Chalice handoff or being too far from a lantern when Engulfed in Darkness ticks low.
  • Riskrunner provides Arc damage resistance — very useful for surviving Thrall swarms and the end holdout.
  • Eager Edge swords and Grapple Grenades speed up movement through the dark, reducing Weight of Darkness accumulation between lanterns.
  • The first lantern always has a Preservation Node — use it to establish your rotation rhythm early. Don't wait for the chalice to fully charge before identifying the node location.
↑ Guide Overview
02
Encounter
Crota's End · Second Encounter
The Bridge
Oversoul Throne · Bridgekeeper

"The Hive do not build bridges — they summon them. The threshold between their world and ours is a gap that only the worthy can cross, and the Gatekeepers intend to keep it that way."

Chalice of Light Enlightened Hive Sword Annihilator Totems
Map
Oversoul Throne Bridge map
Oversoul Throne Bridge · Map credit: @DestinyBulletn / thegamepost.com
Key Mechanics
Chalice of Light
  • Same charge/pass mechanic as The Abyss — the passer receives Enlightened when another player takes it at full charge
  • Deposited in the Repository on the far side once all players have crossed
Annihilator Totems
  • Activate the moment anyone steps onto the center plate
  • Wipe the entire team unless two players stand beneath them — one per totem
  • Both totems must be covered at all times while the plate is occupied
  • Far-side totems take over once the bridge is complete and far-side players occupy the plate
Swordbearer & Gatekeeper
  • Swordbearer spawns during bridge construction — must be killed quickly; its sword disappears fast
  • Only an Enlightened player can pick up the sword, consuming the buff
  • The sword is used to kill Gatekeepers on the far side of the bridge
  • Swords can be preserved at nodes on the far side for later use
Enlightened
  • Used to activate the bridge from the center plate
  • Used to pick up a Hive sword from a killed Swordbearer
  • On the far side, used to pick up preserved swords and kill Gatekeepers in the final phase
Setup — Assign Rotation & Positions
Number all six players 1 through 6 This rotation determines Chalice order for the entire encounter. Split into three teams of two: Players 1 & 2 on the center plate, Players 3 & 4 on one Annihilator Totem, Players 5 & 6 on the other.
Center Plate (Players 1 & 2)
Hold the Chalice and build the bridge. Always two players on the plate. When a plate player gets Enlightened they swap out to a totem, and the next rotation player comes in.
Totem Holders (Players 3 & 4 / 5 & 6)
Two players per Annihilator Totem at all times while the plate is occupied. Swap in to the center plate as the rotation cycles through.
Encounter Flow
Phase 1 — Building the Bridge
  • 1
    Player 1 grabs the Chalice and stands on the center plate to begin bridge construction. Both Annihilator Totems must be covered immediately.
  • 2
    When Player 1's charge is full, Player 2 takes the Chalice — Player 1 gets Enlightened and uses it to activate the bridge plate. Player 1 then swaps out to a totem, and Player 3 comes in to the center plate.
  • 3
    When Player 2's charge is full, Player 3 takes the Chalice — Player 2 gets Enlightened. Player 2 swaps to a totem, Player 4 comes to the center plate. Keep two players on the plate and two per totem at all times.
  • 4
    Continue the rotation 1 → 2 → 3 → 4 → 5 → 6. During this time the first Swordbearer will spawn. Player 2 — now holding their Enlightened buff — breaks from the rotation to kill the Swordbearer and pick up its sword, consuming the buff.
Keep the Chalice central During bridge construction the Chalice should stay near the center plate so it's always within reach of the next player in rotation. It stays there until Player 1 takes it from Player 6 for the second time and carries it across the bridge.
Phase 2 — Crossing the Bridge
  • 5
    While Player 6 is holding the Chalice, Players 1 and 2 move to the center plate. Players 3, 4, and 5 must ensure both Annihilator Totems remain covered.
  • 6
    The moment Player 1 takes the Chalice from Player 6, both Players 1 and 2 sprint across the bridge. Player 2 uses their sword to kill the Gatekeeper on the far side, then preserves the sword at one of the five nodes. Player 1 runs straight ahead and deposits the Chalice immediately.
  • 7
    Back on the starting side: one player per totem, plus one flex player (rotation order no longer matters). The flex player finds and kills a Swordbearer, picks up the sword with their Enlightened buff, crosses the bridge, kills a Gatekeeper, and preserves their sword.
  • 8
    Once Players 1, 2, and the flex player are across, they each take a plate on the far side — center plate and both Annihilator Totems. Starting-side players can now step off their plates.
  • 9
    Remaining starting-side players kill Swordbearers, grab swords, cross the bridge, kill a Gatekeeper each, and preserve their swords. Repeat until all players are across.
  • 10
    Once the 4th player crosses — while Players 5 and 6 are still completing step 9 — they grab the preserved Chalice on the far side. Without letting it fill to full charge, they bring it to one of the three plate holders to take — granting that plate holder Enlightened. The 4th player then takes the Chalice back and delivers it to the next plate holder, and so on. The 4th player must not become Enlightened themselves so they can keep delivering the Chalice between plate players.
  • 11
    Once all six players are across, everyone can step off their plates.
Phase 3 — Far Side Finale
  • 12
    Pass the Chalice around until 4–5 players have Enlightened. Then deposit the Chalice in the Repository.
  • 13
    Kill adds until an Ogre spawns on the left and right. Kill both Ogres — swords will appear in each of the preserved nodes.
  • 14
    Enlightened players each grab a sword from a node and kill the Gatekeepers that spawn in the middle. Once all Gatekeepers are dead, the encounter ends.
Totem coverage is absolute Any gap in totem coverage while the center plate is occupied wipes the team instantly. Call out swaps clearly before anyone moves. During the transition to far-side control (step 8), make sure far-side players are on their plates before starting-side players step off.
Tips
  • Call out Swordbearer spawns loudly — the sword disappears quickly and only an Enlightened player can pick it up. Missing a pickup wastes the entire kill.
  • Scout Rifles and Snipers let players on either side of the bridge assist with add clear across the gap.
  • The flex player in Phase 2 should be whoever has Enlightened and isn't needed on a totem — coordinate before committing.
  • In Phase 3, avoid letting the Chalice fill to full charge while delivering it to plate holders — you want to grant Enlightened to plate players only, not inadvertently Enlighten the carrier.
↑ Guide Overview
Section
Crota's End · Between Bridge & Deathsinger
The Thrallway
The Hallway · Shrieker Gauntlet

"The Hive do not make their home easy to enter. After the bridge, the passage narrows into a hallway. Shriekers seal the way forward with barriers of Hive light. The only answer is to push through and destroy them — quickly."

Chalice of Light Enlightened Shriekers Barriers
Overview

The Thrallway is a linear combat gauntlet between the Bridge and the Deathsinger encounter — a long hallway packed with Thrall. There are no complex mechanics. The goal is to push down the hallway, destroy Shriekers to remove barriers blocking the path, and deposit the Chalice of Light at the end to unlock the passage down to Ir Yût.

Enlightened clears barriers You need the Enlightened buff to pass through the Hive barriers. Charge the Chalice to full and have another player take it — that gives you Enlightened. Then pass through the barrier, kill the Shrieker behind it, and the barrier drops for the whole team.
Section Flow
  • 1
    After the Bridge encounter, the path leads into a long hallway swarming with Thrall. Push forward aggressively — staying still lets Thrall numbers build.
  • 2
    Each barrier blocking the path has a Shrieker behind it. Cycle the Chalice so a player gets the Enlightened buff, then that player walks through the barrier and destroys the Shrieker.
  • 3
    The barrier drops for the whole team. Continue down the hallway, repeating through each barrier and Shrieker.
  • 4
    At the end, deposit the Chalice of Light to unlock the passage leading down to Ir Yût's chamber.
Tips
  • Thrall are the main threat — bring solid add-clear. Sunshot, Osteo Striga, or a solid SMG work well here.
  • The Chalice holder should push ahead through each barrier while the rest of the team clears Thrall behind them.
  • There is no timer or darkness debuff — pace is entirely up to the team.
↑ Guide Overview
03
Encounter
Crota's End · Third Encounter
Ir Yût, the Deathsinger
The Summoning Pits · Her Hymn

"Ir Yût sings one song. It has no verses, no chorus — only an ending. She has been singing it since before the Guardians came. The only way to silence it is to reach her before the last note falls."

Chalice of Light Enlightened Dark Liturgy Expunge Wizards
Map
Ir Yût, the Deathsinger map
Ir Yût, the Deathsinger · Map credit: @DestinyBulletn / thegamepost.com
Wizard Callouts

There are 7 possible Wizard spawn locations. Use numbered callouts so the team knows exactly which rooms to enter. Locations not containing a Wizard will contain a Shrieker instead.

Left Side
  • 1 Top — Left Tower, upper room
  • 1 Bottom — Left Tower, lower room
  • 2 — Close Left
Center & Right Side
  • 3 — Close Middle
  • 4 — Close Right
  • 5 Top — Right Tower, upper room
  • 5 Bottom — Right Tower, lower room
Do NOT cross the barrier until you are certain Crossing the barrier into a room consumes your Enlightened buff regardless of what's inside. If a Shrieker is in the room, your buff is wasted and the rotation falls apart. Scout first — Wish-Ender is especially useful for seeing through walls to confirm whether a Wizard or Shrieker is present, particularly in the towers.
Key Mechanics
Chalice of Light
  • Same charge/pass mechanic — passer receives Enlightened when another player takes it at full charge
  • Deposited in the Preserve Pedestal at the entrance by Player 6 to close the rotation loop
Enlightened
  • Required to pass through barriers into Wizard/Shrieker rooms
  • Used to Expunge Ir Yût during damage phase — dealing a burst of bonus damage
  • Players 1–3 use their buff to enter Wizard rooms; Players 4 & 5 hold theirs for Expunge
Dark Liturgy
  • Starts when the first Wizard is killed, or if the team takes too long
  • 45-second timer that acts as the DPS window — if Ir Yût's damage gate isn't reached before it hits zero, the team wipes
Expunge
  • Hold E near Ir Yût to Expunge, consuming the Enlightened buff
  • Deals a burst of bonus damage — reserved for Players 4 & 5 during damage phase
Encounter Flow
Setup
  • 1
    Number all six players 1–6. Split into two teams of three — one heads left, one heads right. Kill all Blistered Knights and the Shriekers on each side to unlock the center crystal room.
  • 2
    Player 1 grabs the Chalice from the center crystal room. Begin the normal rotation — charge fills, next player takes it, passer gets Enlightened. Player 1 gets their Enlightened buff first and uses the time while others are cycling to scout all 7 possible Wizard locations, calling out which rooms have Wizards.
  • 3
    Continue rotating until Player 6 takes the Chalice from Player 5. Player 6 immediately deposits the Chalice in the Preserve Pedestal at the entrance. The rotation is now closed — Players 1–5 hold their Enlightened buffs.
Wizard Phase
  • 4
    Players 1, 2, and 3 each go to a confirmed Wizard room and cross the barrier. Keep the Wizards alive — do not kill them yet. Wait until all three players are in position and Player 6 has deposited the Chalice.
  • 5
    On a countdown, all three players cross the barriers simultaneously and kill their Wizards at the same time. Dark Liturgy begins the moment the first Wizard dies — simultaneous kills give the whole team a clean, equal damage window.
Damage Phase
  • 6
    The moment Wizards are dead, Players 1, 2, and 3 sprint to Ir Yût. Players 4–6 should already be in position dealing damage.
  • 7
    During damage, Players 4 and 5 hold E to Expunge, consuming their Enlightened buffs for a burst of bonus damage on Ir Yût.
  • 8
    Dump all remaining damage — Supers, heavies, damage buffs. A one-phase kill is possible with current power creep.
Subsequent Phases (if needed)
  • 9
    Repeat the Chalice rotation and Wizard hunt. Wizard count increases each phase: 3 Wizards → 4 Wizards → 5 Wizards. The 4th player in rotation takes a Wizard room in phase 2; the 5th player joins in phase 3.
Dark Liturgy starts on the first Wizard kill If one player kills their Wizard early, the clock starts immediately for everyone else. Coordinate with a countdown — all three players should kill their Wizards at the same moment.
Tips
  • Wish-Ender lets you see enemies through walls — invaluable for confirming Wizard vs. Shrieker in tower rooms before committing your Enlightened buff.
  • Player 1 should begin scouting immediately after getting Enlightened — the more time scouts have to call locations, the calmer the Wizard assignment will be.
  • Thunderlord with catalyst is excellent for Ir Yût DPS. Five Thunderlords plus a Divinity user can make a one-phase very achievable.
  • Use a 3-2-1 countdown for simultaneous Wizard kills — designate one player to call it.
↑ Guide Overview
04
Encounter
Crota's End · Final Encounter
Crota, Son of Oryx
Throne Room · Regicide

"Crota cannot be killed in his Ascendant realm — he has to be dragged into the light first. His Swordbearers carry the means of his undoing. Take the blade from them. Bring it to him. Make sure he kneels."

Chalice of Light Enlightened Oversoul Swordbearer Expunge
Map
Crota, Son of Oryx map
Crota, Son of Oryx · Map credit: @DestinyBulletn / thegamepost.com
Key Mechanics
Chalice of Light
  • Same charge/pass mechanic — passer receives Enlightened when another player takes it at full charge
  • Can only be passed while standing in a Pool of Light due to the Presence of Crota debuff — only one Pool of Light will be active at a time, visually glowing on the ground. The other spawn points will appear as normal ground
Enlightened
  • Required to pick up a Hive sword after a Swordbearer is killed
  • Used to Expunge Crota for a burst of bonus damage during DPS
  • Used to destroy the Oversoul — consuming the buff
Oversoul
  • Crota summons this during each damage phase — it fills the entire skybox across the arena
  • Has a countdown timer; wipes the team if it reaches zero
  • Must be shot down quickly — Fusion Rifles or Snipers recommended
  • During normal DPS phases, destroying it immediately ends the damage phase
  • During Final Stand, destroying it grants a few extra seconds of damage instead
Swordbearer
  • Spawns after both Boomer Knights in the towers are killed
  • Drops a Hive sword on death — only an Enlightened player can pick it up
  • Sword user moves to the balcony opposite the Oversoul after picking it up
Roles
Sword Users — Players 1, 2, 3
Also the Chalice rotation players 1–3. Each kills a Swordbearer, picks up its sword, and holds position on the balcony opposite the Oversoul until the countdown to attack. Optimal sword combo: Heavy → Super → Heavy → Heavy → Heavy.
Boomer Killers — Players 4 & 5
Kill the Boomer Knights in both towers each DPS cycle to trigger Swordbearer spawns. Player 5 also holds their Enlightened buff to Expunge Crota during the damage phase.
Oversoul Handler — Player 4
Holds their Enlightened buff throughout DPS. Watches the Oversoul timer and waits until it hits ~2 seconds before dropping everything to shoot it down. Every second of delay is free damage on Crota.
Chalice Depositor — Player 6
The moment Player 6 takes the Chalice from Player 5, they deposit it in the Preserve Pedestal immediately. Player 6 never receives the Enlightened buff.
Encounter Flow
Setup — Chalice Rotation
  • 1
    Player 1 grabs the Chalice to begin the rotation. Cycle through the normal order — charge fills, next player takes it, passer gets Enlightened. Both players must be standing in the active Pool of Light to swap the Chalice — find the glowing pool and make all handoffs there. Players 4 and 5 kill Boomer Knights in both towers to spawn a Swordbearer for Player 1.
  • 2
    Player 1 kills the Swordbearer, picks up the sword with their Enlightened buff, and moves to the balcony opposite the Oversoul. Repeat for Players 2 and 3 as they cycle through the Chalice rotation and get their Enlightened buffs.
  • 3
    The moment Player 6 takes the Chalice from Player 5, they immediately deposit it in the Preserve Pedestal. All six players head to the balcony.
Damage Phase
  • 4
    On a countdown, all three sword users simultaneously jump down from the balcony and attack Crota with the optimal sword combo: Heavy → Super → Heavy → Heavy → Heavy.
  • 5
    Once Crota's shield breaks, he kneels. Everyone jumps down and begins DPS. Drop a Well of Radiance at Crota's feet. Player 5 Expunges during this phase to consume their Enlightened buff.
  • 6
    Player 4 watches the Oversoul timer. At ~2 seconds remaining, drop everything and shoot the Oversoul down — Fusion Rifles or Snipers are recommended. Destroying it immediately ends the damage phase.
  • 7
    If Crota is not in Final Stand, repeat the full process from step 1.
Final Stand
  • 8
    When Crota reaches the Final Stand threshold, he briefly becomes immune and slams his sword down, dealing heavy damage to anyone nearby. Step back and wait out the immune window.
  • 9
    Once damageable again, begin DPS immediately. The Oversoul will be present and counting down — unlike normal phases, destroying it during Final Stand grants a few extra seconds of damage rather than ending the phase.
  • 10
    Kill Crota before the Oversoul timer reaches zero or the team wipes.
Presence of Crota This debuff prevents Chalice swaps anywhere except in the active Pool of Light. Only one Pool will be glowing at a time — find it and use it.
Oversoul timing During normal phases, destroying the Oversoul ends DPS immediately — wait until ~2 seconds. During Final Stand, destroying it extends the window slightly, so pop it as soon as it appears and keep burning.
Tips
  • Tractor Cannon on Crota significantly increases team damage — one player should always run it.
  • Well of Radiance at Crota's feet is essential — it keeps sword users and DPS players alive during the phase and buffs damage.
  • Burning Maul (Titan) can stunlock Crota, keeping him stationary so the team isn't chasing him around the room.
  • Gathering Storm (Hunter) is one of the highest single-Super damage options — space them out so they don't overlap.
↑ Guide Overview
Bonus
Crota's End · Secret Content
The Bottomless Pit
Necrochasm Quest · Hidden Puzzles

"The Hive write their secrets in bone and shadow. Two puzzles lie buried within Crota's End — completing them doesn't just unlock a chest, it's the first step toward claiming Necrochasm, the gun that hungers."

Necrochasm Quest 3 Statue Pairs Red Border Chest
Overview

When you land in the raid, look across the Hellmouth — you will see 3 pairs of Hive statues, each pair having one statue on fire (either left or right). These are your pattern. Throughout the raid you must find and activate the corresponding statue in 3 matching pairs, selecting left or right to match whatever was burning across the Hellmouth.

If done correctly after completing the raid, the game feed will read "A balance is reached. To the victor go the final spoils" and a bonus chest will spawn containing a guaranteed red border weapon (once per week per account).

Step 1 — Read the Pattern at the Descent
Descent — Crota's End Raid Entrance
Descent · Map credit: @DestinyBulletn / thegamepost.com

When you first land in the raid, look across the Hellmouth. You will see three pairs of statues at the following locations:

Pair 1 — Hill to the left
A pair of statues on a hill to the left side of the Hellmouth. Note which one (left or right) is on fire.
Pair 2 — The lip formation
A pair on the famous lip/ledge formation in the Hellmouth. Note which one is on fire.
Pair 3 — Bottom right of the pit
A pair slightly into the pit, off to the bottom right. Note which one is on fire.
Record all three before moving on You must know left or right for all three pairs before proceeding into the raid. Communicate and confirm as a group — getting one wrong means the chest won't spawn.
Step 2 — Pair 1 · Start of the Bridge Encounter

At the start of the Bridge encounter, before building the bridge, look across the unformed gap toward the far end of the arena.

  • Left statue — a room off to the bottom left of the bridge entrance.
  • Right statue — a room off to the far right.

Activate whichever statue matches Pair 1 from the Hellmouth.

Step 3 — Pair 2 · End of the Bridge Encounter

After completing the Bridge encounter, look at the stairs at the far end. Do not proceed up into the Thrallway yet.

  • Left statue — wrap around to the left side of the stairs.
  • Right statue — veer off to the right.

Activate whichever matches Pair 2 from the Hellmouth.

Step 4 — Pair 3 · After the Deathsinger Encounter

After completing the Deathsinger encounter, head up to the balcony at the top of the Crota boss room — the same balcony sword users stage from. The third pair of statues is here.

Orientation warning — this one is counterintuitive Left and right for this pair are defined by facing the Oversoul. If you turn around to look at the statues, the left statue will be on your physical right and vice versa. Keep yourself mentally oriented toward the Oversoul when deciding which statue to activate.
  • Left statue (as oriented toward the Oversoul) — will be on your physical right when facing the statues.
  • Right statue (as oriented toward the Oversoul) — will be on your physical left when facing the statues.

Activate whichever matches Pair 3 from the Hellmouth.

Completion

If all three statues were activated correctly, the game feed will display "A balance is reached. To the victor go the final spoils" after the Crota encounter. A bonus chest will spawn with a guaranteed red border weapon — available once per week per account.

↑ Guide Overview