"The Witness has come to remake the universe in its image. Six Guardians stand against it at the edge of all things — through Substratum, past the Herald, into the Repository, against Verity itself, and finally into the Witness's own gaze. There is no victory here. Only refusal."
Two teams push through mirrored corridors, killing Minotaurs to spawn Hydras for the other team and unlocking the path forward. Once a team kills a Champion, everyone converges to kill a Tormentor — then both teams run bouncing relay mechanics simultaneously, collecting Pyramidal Resonance and locking nodes. Repeat three times to complete the encounter.
Split into two teams of three and enter the doors that open at the start. Each team kills Minotaurs on their side — each Minotaur kill spawns a Hydra in the other team's room. Killing that Hydra opens the next door for the other team. Teams leapfrog each other forward this way until one team kills a Champion.
When a Champion dies, everyone meets in the middle to kill a Tormentor. The team that killed the Champion then goes back and starts the relay bouncing mechanic. The other team enters a new door and repeats the Minotaur/Hydra loop until they also kill a Champion, converge to kill a second Tormentor, and then start their own relay bouncing.
With both relays running, teams bounce energy back and forth to generate Pyramidal Resonance. Once every player has 3 resonance, both plate operators lock their nodes. A Subjugator spawns in the middle — kill it, then everyone deposits their resonance. This full cycle repeats two more times for a total of three, completing the encounter.
Three pairs split across three plate sections. Each pair clears adds and kills the Trammel, after which one player per section is summoned to fight the Herald and earn a buff revealing their conduit's required resonance shape. The remaining players bounce resonance to spawn pickups, making sure each person's third resonance matches the shape above their conduit before closing the loop. All three loops closed simultaneously spawns the deposit box to bank resonance and begin DPS.
Split into three teams of two and assign one team to each of the three plate sections. Shoot the Taken orb in the center to start. Each team kills waves of adds ending in a Trammel enemy, which triggers one player from each section being summoned to the center ring to fight the Herald. Summoned players shoot the Herald's weakpoint until they earn the Stolen Favor buff — this tells them the shape (Sphere or Pyramid) shown above their section's conduit, which they must match when closing the loop.
While summoned players are in the center, their partner destroys the large Taken orb that spawns. Once Stolen Favor is earned, summoned players return to their section. Both teammates then bounce resonance back and forth to generate shape pickups — 3 shapes spawn per bounce across the upper and lower areas. Each player collects shapes, but must ensure their third pickup is the shape that matches their conduit. Once everyone on a team has 3 resonances with the correct final shape, that team closes their loop. All three loops closing simultaneously spawns the deposit box. Banking resonance starts DPS — the more resonance deposited, the longer the DPS window next cycle.
Three sequential rooms, each with the same loop. Each room has three pairs — a Sender on the entrance side and a Closer on the exit side. Kill the Tormentor to activate energy and get the buff that reveals which shape each conduit needs. Each plate spawns a specific resonance shape; collect your plate's shape until all six are spawned, then intentionally fail a bounce to summon and kill a Subjugator on the conduit plate. The Closer then moves to the correct plate and locks the conduit in one bounce. Close all three conduits to spawn the deposit box, bank resonance, and advance.
Room 1 is a straight line — each Closer pairs with the Sender directly across from them (left↔left, middle↔middle, right↔right). In Rooms 2 and 3 the layout shifts, so Closers must move to a different plate to stay paired with the same Sender they were with in Room 1. The diagram above shows where each Closer needs to stand in Rooms 2 and 3. Senders stay in place throughout.
Repository has three rooms, each using the same loop. The room is divided into three lane pairs — each pair has a Sender (entrance side) and a Closer (exit side). Three Tormentors spawn at the start of the room, one at each conduit — all three must be killed. Whoever lands the killing blow on a Tormentor earns the buff showing which resonance shape that conduit requires. Killing all three Tormentors activates energy across all lanes.
Each plate spawns a fixed resonance shape: Left Sender spawns Square, Mid Sender spawns Circle, Right Sender spawns Triangle. Players collect the shape their plate generates. Each plate spawns 3 resonances total. Once all six (3 per plate across a pair) have been spawned, that pair intentionally fails their bounce to summon a Subjugator on their conduit plate — kill it, then each member of the pair picks up 3 of their shape. The Closer then moves to whichever conduit plate requires their shape (as called by the buff holder). The Closer calls ready to the Sender at that conduit's paired plate, sends the energy, the Closer shoots the conduit resonance and steps on the plate to lock it. Once all three conduits are closed, Cabal turrets spawn around the room — destroy them. Then the deposit box spawns. Everyone banks resonance — more deposited means more time in the next room.
Verity splits the fireteam into Inside (3 solo rooms) and Outside (main arena). Outside players arrange 3D shapes on statues based on calls from Inside. Inside players collect two matching shapes to assemble their own Final Shape and rejoin the group. The Witness will kill the Inside team — dead players must call which Ghost belongs to which statue so Outside can revive them. Repeat three times to clear.
Dropped by Knights. Only one can be carried at a time. Deposited into statues to trigger swaps.
Displayed on Outside statues. Read the 3D shape to determine which two simples it contains.
Interact with the three statues at the back of the room to start. The fireteam splits: three players are sent Inside (each into a solo room), and three remain Outside in the main arena. Before starting, everyone should take note of each Guardian statue's appearance and Ghost — this becomes critical during the revival phase.
Outside and Inside work simultaneously: Outside arranges complex shapes on the three statues based on Inside's calls, while Inside players swap simple shapes between each other's statues until their back wall shows the correct shapes. The Witness will intervene mid-phase — killing the Inside team while they're still working — and their Ghosts appear outside. Outside players revive them via Ghost identification, then Inside resumes. Once all Inside players have the right shapes on their wall, they collect them and escape. Everyone gathers at the six statues, kills a wave of adds, and then 5 of 6 players "die" for the end-of-phase Ghost revival. Repeat the full cycle two more times to complete the encounter.
One Outside player is the Shapemaster — they manage all shape swaps on the three statues. The other two Outside players focus entirely on add clear and protecting the Shapemaster.
Inside calls the simple shape above each statue, left to right (e.g. "Square, Triangle, Circle"). The Shapemaster's goal is to make each outside statue display the complex shape made from the other two simples — the two that were not called for that statue.
Inside calls the simple shape above each statue, left to right. Each outside statue must end up displaying the complex shape made from the two simples that were NOT called for that statue. Example: Inside calls Left = Circle → outside Left must show a Triangular Prism (Square + Triangle). Use swaps to get there.
All three Inside players work simultaneously throughout. Each player is alone in their solo room with their own statue and a set of Knights to kill.
Usually after Inside players deposit their first two shapes, the Witness intervenes. All three Inside players "die" — this does not count as a real death — and their Ghosts appear in the main arena. Inside players now spectate from their rooms.
Once all three Inside players escape through the fractured wall, everyone gathers at the six Guardian statues.
Three players run mechanics, three handle add clear. Each mechanic player owns a hand type (Triangle, Square, Circle). Stand in the hand's AoE, shoot the cuff, collect the indicated resonance colour from another hand, then return and immediately shoot the cuff again for Glyphbreaker. All three Glyphbreakers converge on the Pool of Light and destroy glyphs. Repeat twice. Then damage.