"Oryx returned to avenge his son, dragging the Dreadnought into our system and the Taken into our lives. Six Guardians now walk his ship — past his court, his Daughters, and into the throne room itself. Only regicide ends this."
"The Hive worship their dead god-king by walling off his tomb." Oryx's statues stand silent in the court, demanding tribute before the gate to his Dreadnought will open. Hive runners carry the relics he craves — strike them down, claim their orbs, and lay them at his idols' feet. Only then will the way to the Basilica reveal itself.
The goal of Gate is to open the Hive portal by dunking relics — Taken orbs — at the statues in the center room. Split the team into two groups of three: one group takes the left side, the other takes the right. Each side fights out to collect an orb and carries it back to the statues in the center to deposit it.
Every orb deposited spawns the next one slightly further away, and the relics expire if held too long. Dunking an orb adds roughly 3 seconds to the timer, which can buy the other side's carrier a little breathing room. Once all orbs are deposited, push into the court near the portal and clear the remaining enemies to activate it.
Deep in the Basilica, Ir Anûk's Deathsingers have woven a chorus of poison and totems to guard the way forward. Their song will rot any Guardian who lingers in the dark — only the stolen Brand of the Unraveler keeps the venom at bay. Steal its power, feed the Annihilator Totems your enemies' deaths, and silence the chamber before the toxin claims you.
There are three rooms: left, center, and right. Split into two groups of three — one group per side room. The fight has no boss; it's a continuous loop of taking a Brand, farming kills for Deathsinger's Power, draining it at the center plate, and cycling the buff back out, repeated until the encounter completes.
Split into two groups of three, one per side room. Each group has a Starter, a First Pickup, and a Second Pickup.
Oryx's Warpriest stands sentinel over the Dreadnought's holy chamber, its Glyphs locked to a sequence only the Monoliths remember. Read the glow, walk the plates in order, and seize the Brand of the Initiate — then burn it down before the Oculus burns you.
Warpriest is a DPS check gated behind a Glyph-reading puzzle. Damage only counts while standing inside the aura created by the Brand of the Initiate, which is awarded to whoever stands on the final plate of a correctly-read Glyph sequence. Players swap the Brand between each other using the Brand Claimer buff, dropped by Blightguards, before its timer runs out. Once a damage phase ends, everyone must hide behind a Monolith or die to the Warpriest's Oculus blast.
The room is split into three distinct areas: top left balcony, central lower area, and raised right room. Pair off into three groups of two, sending one pair to each area.
"Even his name was a curse, spoken only by those who would not return to speak it twice." Golgoroth was Oryx's torturer before he became his guardian — a Hive Ogre whose gaze alone could unmake a Guardian's body. Trade his stare between you, steal his stolen light, and strike the wound in his stomach before the Tablet of Ruin counts your failures and finds you wanting.
Golgoroth's stomach can only be damaged while standing in a Pool of Reclaimed Light, created by shooting down orbs that hang from the ceiling. Two players take turns holding Golgoroth's Gaze by shooting him in the back — this keeps him from turning around and killing the damage team at his feet. As the Gaze swaps between the two of them, the damage team moves to the next orb, shoots it down, and deals damage from the new pool. Repeat until all six orbs are used or the Gaze trade fails.
The arena has an upper perimeter and a lower pit where Golgoroth stands. Most of the team huddles around the entrance and sides of the perimeter between damage phases. The far side of the arena is where enemies funnel in.
In the same arena where Oryx himself will stand, his daughters sing a dirge meant to unmake any Guardian who lingers. Walk the Ascendant path, tear a Blightguard free piece by piece, and steal a Daughter's own aura to survive her song long enough to kill her.
This fight takes place in the same arena as Oryx himself. Each phase, the team forms an Ascendant path three times to assemble a full Blightguard buff piece by piece. On the third time, the player who's Torn Between Dimensions uses the completed Blightguard to steal a Daughter's Aura, letting the whole team survive her song while they burn her down.
Assign one player to each of the four platforms, with two players as floaters. If a platform-assigned player is Torn Between Dimensions for that cycle, they call out which platform needs to be covered by a floater.
The god-king of the Hive stands at the heart of his own Dreadnought, daring six Guardians to do what no fireteam has done before — kill him in his own throne room. Steal his immortality, detonate his own stolen light against him, and tear open his chest before he buries you in the dark between realities.
This is one of the longest encounters in the game. Each round, the team forms the Ascendant path three times to assemble a Blightguard, uses it to steal the Aura of Immortality from the Vessel of Oryx, then detonates Corrupted Light bombs simultaneously to stun Oryx for a damage phase. Damage is dealt by shooting his chest. After each damage phase, Oryx does one of two randomly-chosen activities before the cycle repeats — this continues until he drops to 25% health, triggering his final stand.
Same setup as Daughters of Oryx: assign one player to each of the four platforms, with two players as floaters. If a platform-assigned player is selected as Torn Between Dimensions for that cycle, they call out which platform needs to be covered by a floater. These same platform assignments carry into the Corrupted Light phase — each platform player takes the bomb dropped by the Ogre that spawned at their platform.
Beneath Golgoroth's arena, the Cellar's maze hides a chest from any Guardian who can't read the floor's own warning — five plates, one true order, and a single safe step among a dozen ways to fall forever.
Separate from the rune hunt, the maze beneath Golgoroth's arena ("the Cellar") hides its own secret chest behind a 5-plate sequence puzzle.
Each plate hit in the correct order produces a loud thud that echoes through the maze. Hitting all five correctly triggers a notification that a chest has appeared — head to the middle of the maze to claim it.
Hidden in the walls of Oryx's Dreadnought are nine runes, only three of which the raid demands. Read the ship's own symbols, carry them with you through every encounter, and shoot the matching three to earn the runes' offering — and a guaranteed red border.
When you first spawn into the raid — before grabbing the Relic — run through the hallway with the Thrall statues up to the podium housing the portal to the rest of the raid. Go underneath the podium and face back toward where you spawned. Three green runes will be staring back at you: one on your left, one on the ceiling, and one on your right.
This display tells you exactly which three runes you need to find and activate throughout the run. Write down their shapes or take a screenshot — you'll need to recognize them later.
All nine possible rune locations, in the order you'll encounter them. Activate your three identified runes by shooting their flaming discs — only your three matter, but knowing all nine locations helps you recognize and skip the wrong ones quickly.