The Final Shape  ·  The Witness  ·  Raid Guide

Salvation's Edge Collective Purpose

"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."

Players 6
Location The Pale Heart
Encounters 5
Exotic Euphony
Seal Iconoclast
Encounters
01
Substratum
Memory transfer · Symbol relay
02
Dissipation
Three sections · Trammel kills · Stolen Favor
03
Repository
3 rooms · Tormentor buff · Lock conduits
04
Verity
Inside/Outside split · Shape trading · Ghost revival
05
The Witness
Break 6 buttons · Crystal puzzles · DPS
Loot Table
1st Encounter
Substratum
Submachine Gun
Lightweight Frame · 900 RPM
Combat Bow
Precision Frame
Pulse Rifle
Heavy Burst · 395 RPM
Arms Chest
2nd Encounter
Dissipation
Submachine Gun
Lightweight Frame · 900 RPM
Glaive
Rapid-Fire Frame · 80 RPM
Combat Bow
Precision Frame
Helm Class
3rd Encounter
Repository
Sniper Rifle
Aggressive Frame · 72 RPM
Glaive
Rapid-Fire Frame · 80 RPM
Pulse Rifle
Heavy Burst · 395 RPM
Arms Class
4th Encounter
Verity
Submachine Gun
Lightweight Frame · 900 RPM
Sword
Wave Frame · Heavy Wave Attack
Combat Bow
Precision Frame
Chest Legs
5th Encounter
The Witness
Sniper Rifle
Aggressive Frame · 72 RPM
Sword
Wave Frame · Heavy Wave Attack
Pulse Rifle
Heavy Burst · 395 RPM
Exotic Linear Fusion Rifle
Random drop chance.
Exotic Catalyst
Random drop chance from this encounter.
Helm Legs
Armor Perks
Origin Trait
Collective Purpose
Gain bonus range and handling when near allies. Bows receive faster draw time and Swords receive faster charge rate. The effect scales with the number of nearby allies.
2 Piece Set Bonus
Stable Resonance
Defeating a powerful combatant generates Stable Resonance, which grants damage resistance and increased weapon damage for the duration.
4 Piece Set Bonus
Resonance Redirection
While you have Stable Resonance, continued weapon damage occasionally generates a resonance burst that damages and exhausts targets.
Master Raids drop Adept weapons from challenges — these Adept weapons are no longer encounter specific. You can get any Adept weapon from any encounter challenge.
01
Encounter
Salvation's Edge · The Final Shape · The Pale Heart

Substratum

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 3-stacks Relay bouncing Don't miss a bounce Pyramidal Resonance ×3 per player
Encounter Map
Substratum encounter map
Substratum — room layout, plate (conductor) positions, bank and enemy spawn locations
Overview

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.

Roles
Side Teams — 3 players per side
Push through your side's rooms killing Minotaurs. Each Minotaur you kill spawns a Hydra for the other team, and vice versa — coordinate so neither team gets bottlenecked. Hunt the Champion to trigger the Tormentor phase.
Plate Operators — 2 per relay pair (4 total)
One operator on each plate. When the energy arrives at your plate, step on it to bounce it back before the shrinking aura disappears. Pick up the resonance that spawns in your room each bounce. The operator on the Conductor side locks the node when all resonance is collected.
Add Clear — remaining 2 players
Roam between the plate rooms and the middle during the resonance phase. Pick up the resonance that spawns in the middle room each bounce. Keep enemies off the plate operators.
Step-by-Step Flow
01 Room Clearing
  1. 1
    Split into two teams of three and enter the doors that open at the start of the encounter.
  2. 2
    Kill Minotaurs on your side. Each Minotaur kill spawns a Hydra in the other team's room. The other team kills their Hydra, which opens the next door for your side — and vice versa. The Overload Champion will be in the third room for one of the teams.
  3. 3
    Continue until one team kills a Champion. When the Champion dies, both teams converge in the middle and kill the Tormentor that spawns.
02 Staggered Relay Start
  1. 4
    Team A (whichever team killed the Champion) immediately returns to their plate pair and starts bouncing resonance.
  2. 5
    While Team A is bouncing, Team B enters a new door and runs the same three-room loop — kill Minotaurs, clear the Overload Champion in room three, then everyone converges in the middle to kill the second Tormentor.
  3. 6
    Team B then goes to their plate pair and begins bouncing. Both relays are now running simultaneously.
03 Relay Bouncing
  1. 7
    One plate will be glowing. Step on it — this sends the energy along the wire on the floor toward the other plate.
  2. 8
    When the energy reaches the far plate, a shrinking aura of light appears around it. The other plate operator must step on it before the aura disappears to bounce the energy back.
  3. 9
    Each bounce spawns one Pyramidal Resonance in each plate room and one in the middle room — 3 total per bounce. Plate operators pick up the resonance in their own room. Add-clearers pick up from the middle.
  4. 10
    Keep bouncing until every player has exactly 3 Pyramidal Resonance.
Do not pick up a 4th resonance Any player who picks up a 4th Pyramidal Resonance dies instantly. Once you have 3, stop collecting.
Never miss a bounce If a plate operator fails to step on the plate before the aura disappears, a Subjugator spawns in the conductor room and locks that entire relay pair until it's killed. This is a major setback — prioritise the bounce above everything else.
04 Locking the Node
  1. 11
    Once all players have 3 resonance, the plate operator whose room contains the Conductor (a pillar with a glowing orange resonance element) prepares to lock their node.
  2. 12
    While the energy is travelling back toward that plate, shoot the glowing orange element on the Conductor.
  3. 13
    Step on the plate when the energy arrives. This consumes one Pyramidal Resonance and closes the loop, locking the node.
Conductor side locks the node Only the plate operator whose room has the Conductor can lock their relay. The energy must be heading toward their plate when they shoot the Conductor — then they step on the plate to seal it.
05 Deposit & Repeat
  1. 14
    Once both nodes are locked, a Subjugator spawns in the middle. Kill it.
  2. 15
    Everyone deposits their Pyramidal Resonance into the box that becomes available.
  3. 16
    Repeat the entire cycle two more times (three cycles total) to complete the encounter.
Things to Watch For
Priority Kills
  • Minotaurs — each kill spawns a Hydra for the other team.
  • Hydras — each kill opens the next door for the other team.
  • Champions — triggers Tormentor phase and relay start.
  • Tormentors — must die before relay bouncing begins.
  • Subjugator (mid) — spawns after both nodes are locked; deposit only after it dies.
  • Subjugator (conductor room) — spawns if a bounce is missed; locks the relay until killed.
Watch For
  • Shrinking aura — your cue to step on the plate. Don't wait.
  • Resonance count — 3 maximum per player. Stop picking up once you have 3.
  • Conductor room — only this plate operator locks the node; the other just keeps bouncing.
  • Staggered start — Team B stays in the rooms until they kill their own Champion before joining the relay.
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02
Encounter
Salvation's Edge · The Final Shape · The Pale Heart

Dissipation

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 2-stacks Match resonance shape to conduit 3rd pickup must match conduit Stolen Favor buff
Encounter Map
Dissipation encounter map
Dissipation — three sections (Back, Left, Right), plate positions, conductor and bank locations
Overview

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.

Roles
Section Teams — 2 players per section (6 total)
Kill add waves and the Trammel together. After summoning, one player goes to the center ring while the other stays to destroy the Taken orb. Both then run the resonance bouncing mechanic together, tracking the shape above the conduit to ensure the correct final pickup before closing the loop.
Summoned Players — 1 per section (all 3 simultaneously)
Go to the center ring and shoot the Herald's weakpoint until Stolen Favor appears at the top center of your screen. Return to your section — the buff confirms which shape (Sphere or Pyramid) appears above your conduit and must be your third resonance pickup.
Step-by-Step Flow
01 Setup & Add Clear
  1. 1
    Split into three teams of two. Assign one team to each plate section — Back, Left, Right.
  2. 2
    Shoot the Taken orb in the center to start the encounter.
  3. 3
    Kill waves of adds at your section, ending with the Trammel (Taken Ogre, Phalanx, or Witch). Killing the Trammel triggers the summoning prompt.
02 Summoning Phase
  1. 4
    Watch for "The Herald summons [PLAYERNAME] to battle." One player per section is summoned — all three go to the center ring simultaneously.
  2. 5
    Remaining player: a large Taken orb spawns at your section — destroy it.
  3. 6
    Summoned players: shoot the Herald of Finality's weakpoint until you earn the Stolen Favor buff (top center of screen).
  4. 7
    Summoned players return to their section. Check the shape floating above your conduit — this is either a Sphere or a Pyramid. Your third resonance pickup must match it.
What Stolen Favor tells you The buff confirms the shape above your conduit. Look at the conduit in your section — it will display either a Spherical or Pyramidal shape. Your team's third and final resonance pickup must match this shape to close the loop.
03 Resonance Bouncing
  1. 8
    Both players on each team bounce resonance between the upper and lower plate. Each bounce spawns resonance pickups — both Spherical and Pyramidal shapes appear spread across the section.
  2. 9
    Each player collects 3 resonances. Pick up freely for your first two — but your third pickup must be the shape matching your conduit.
  3. 10
    Communicate with your team before picking up your third — confirm both players have the right final shape lined up before anyone closes the loop.
Mind your third pickup Only the shape of your third resonance matters for closing the loop. Your first two can be anything. Plan accordingly — if the wrong shape is sitting in front of you, wait for the next bounce to spawn the correct one. Missing a bounce respawns that section's Trammel, which must be killed before bouncing can resume.
04 Closing the Loops
  1. 11
    Once both players on your team have 3 resonances with the correct final pickup, close your loop immediately. Don't wait for other teams.
  2. 12
    After closing your loop, you're free to assist other sections — help with add clear or cover the remaining bouncing if another team needs support. All three loops closing (in any order) spawns the deposit box in the center.
05 Deposit & DPS
  1. 13
    Everyone converges in the center and deposits resonance into the box. The more resonance deposited, the longer your mechanic timer will be in the next cycle.
  2. 14
    DPS the Herald of Finality. If the boss survives, the cycle repeats from the add clear phase.
  3. 15
    Final stand: when the Herald is near death he briefly goes immune and spawns Trammel enemies across the arena. You can largely ignore them and focus on burning the boss down to finish the encounter.
Bank as much as possible Resonance deposited at the end of each cycle directly extends the mechanic timer of the next cycle, giving your team more time to complete the resonance phase before a wipe.
Things to Watch For
Priority Kills
  • Add waves at your section — clear before the Trammel.
  • Trammel (Ogre, Phalanx, or Witch) — triggers summoning.
  • Trammel of [type] — spawns during summoning; all 6 can damage it.
  • Large Taken orb — spawns at your section while your partner is in the center.
Watch For
  • Conduit shape — check it immediately after Stolen Favor. Sphere or Pyramid.
  • Third resonance pickup — must match the conduit shape. First two are free.
  • Loop closing — close your loop as soon as your team is ready. No need to wait. Finished teams can assist others.
  • Resonance count — bank as much as possible to extend DPS windows.
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03
Encounter
Salvation's Edge · The Final Shape · The Pale Heart

Repository

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.

3 rooms · Sender / Closer pairs Each plate spawns a specific shape Intentional miss → Subjugator → lock Deposit to extend next room's timer
Encounter Map
Repository encounter map
Repository — three sequential rooms, each with Sender/Closer plates, conductors, and banks
Plate Pairings by Room
Plate pairing diagram for rooms 2 and 3
Room 2 and Room 3 plate pairings. Hollow squares = Sender plates (entrance side). Filled squares = Closer plates (exit side). Arrows show which plates are paired.

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.

Overview

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.

Roles
Sender — entrance-side plate
Operate the entrance-side plate. Bounce energy to generate your plate's resonance shape and collect it. When it's time to lock, call ready and send the energy to the Closer.
Closer — exit-side plate
Bounce resonance to generate your plate's shape (Left = Square, Mid = Circle, Right = Triangle). After collecting 3 of your shape, move to whichever conduit plate requires your shape as called by the buff holder. Call ready to the Sender at that conduit's paired Sender plate, shoot the conduit resonance, and step on the plate when the energy arrives.
Step-by-Step Flow (repeats each room)
01 Tormentors
  1. 1
    Three Tormentors spawn, one at each conduit. All three must be killed. The player who lands the killing blow on each earns the buff revealing that conduit's required resonance shape — call it out to the relevant Closer.
02 Resonance Collection
  1. 3
    Each pair bounces energy between their two plates. Each plate spawns a specific resonance shape — collect the shape your plate generates.
  2. 4
    Keep bouncing until all 6 resonances have spawned (3 per plate across the pair).
03 Subjugator Summon, Kill & Pickup
  1. 5
    Each pair works independently. Once your pair has spawned all 6 resonances (3 per plate), intentionally fail a bounce — let the energy reach a plate without stepping on it. This summons a Subjugator on your conduit plate.
  2. 6
    Kill the Subjugator. Once it's dead, each member of the pair picks up 3 resonances of their plate's shape.
Each pair runs this independently Don't wait for other pairs. Once your pair has 6 resonances spawned, fail the bounce, kill the Subjugator, and each player collects their 3. Pairs may be at different stages simultaneously.
04 Locking the Conduits
  1. 7
    The buff holder calls the required shape for each conduit, left to right. Each Closer checks which conduit needs their shape and moves to that conduit's closing plate. Note: the shape a Closer collects is determined by which Sender plate they bounced on — not by which conduit is directly across from them. Left Sender spawns Square, Mid Sender spawns Circle, Right Sender spawns Triangle. The conduit symbols are independent and will not necessarily match.

    Example: Conduits are Circle / Triangle / Square left to right. Mid Closer bounced on Mid plate, so they hold Circles. The Left conduit needs Circle — Mid Closer walks to the Left conduit plate to lock it.
  2. 8
    When ready: Closer says ready → Sender sends the energy. As the energy travels toward the Closer's plate, the Closer shoots the resonance on the conduit.
  3. 9
    When the energy arrives at the plate, Closer steps on it. This locks the conduit in a single bounce.
  4. 10
    Repeat for all three pairs. Once all three conduits are closed, Cabal turrets spawn around the room — destroy them immediately. The deposit box then spawns.
05 Deposit & Advance
  1. 11
    Deposit all remaining resonance into the box. More resonance banked means more time in the next room.
  2. 12
    Just before the exit, an Unstoppable Incendior spawns with additional enemies. Kill them to open the path forward.
  3. 13
    Advance to the next room and repeat. Complete all three rooms to finish the encounter.
Things to Watch For
Priority Kills
  • Tormentors (×3) — one per conduit, all must die. Killing blow earns the conduit buff.
  • Cabal turrets — spawn when all 3 conduits are closed; destroy before depositing.
  • Subjugator — spawned by intentional miss; must die before conduit can lock.
  • Unstoppable Incendior — guards each room's exit.
Watch For
  • Collect your plate's shape — each plate spawns a specific resonance type. Don't pick up from the wrong plate.
  • All 6 spawned before missing — don't intentionally fail until both plates have generated all 3 resonances.
  • Closer moves to the correct plate — the conduit shape called by the buff holder determines which plate the Closer goes to.
  • Locking sequence — ready call → Sender sends → Closer shoots conduit → Closer steps on plate when energy arrives.
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04
Encounter
Salvation's Edge · The Final Shape · The Pale Heart

Verity

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.

Inside team · Outside team Shape trading on statues The Witness kills Inside team Ghost identification is critical
Encounter Map
Verity encounter map and shape decision chart
Verity — arena layout, statue positions, and the outside shape-sending decision chart
Shape Reference
Simple Shapes
  • Square
  • Triangle
  • Circle

Dropped by Knights. Only one can be carried at a time. Deposited into statues to trigger swaps.

Complex Shapes (two simples combined)
  • Square + Square = Cube
  • Triangle + Triangle = Pyramid
  • Circle + Circle = Sphere
  • Square + Triangle = Triangular Prism
  • Square + Circle = Cylinder
  • Circle + Triangle = Cone

Displayed on Outside statues. Read the 3D shape to determine which two simples it contains.

Overview

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.

Visual identification is critical — prepare before the encounter starts Every player must equip a visually distinct Ghost and a visually distinct armor set before interacting with the statues. During both revival events, players need to identify each other by appearance alone — you cannot rely on name tags. If two players look similar, there will be confusion under pressure. Sort this out before the encounter begins.
Roles
Inside Team — 3 players (solo rooms)
Each player is alone in their own room. Call out the simple shapes above all three statues to Outside, then swap simple shapes with the other two Inside players until your back wall shows only the two shapes your statue is not holding. Collect those two shapes and escape through the fractured wall.
Outside Team — 3 players (main arena)
One player manages shape trading on the statues based on Inside's calls. The other two focus on add clear and covering the shape trader. Use Inside's callouts to swap simple shapes between statues until each statue displays the correct complex shape — the one made from the two simples that were not called for that statue.
Outside: The Shapemaster

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.

Example Inside calls Left = Circle. Outside Left must end up holding a Triangular Prism (Square + Triangle) — the two shapes that are not Circle.
Goal What the Shapemaster is trying to achieve

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.

How swapping works
  1. 1
    A Knight spawns beside each statue and drops a fixed simple shape when killed: Left Knight = Circle · Mid Knight = Triangle · Right Knight = Square.
  2. 2
    Kill a Knight and pick up ONE simple shape only — never two.
  3. 3
    Deposit the shape into a statue. This primes that simple shape to leave that statue — nothing visibly changes yet.
  4. 4
    Pick up a second simple shape and deposit it into a different statue. The two primed shapes now swap locations between those two statues, updating both complex shapes.
Swap example Left is Cone (Circle + Triangle). Mid is Triangular Prism (Square + Triangle). Shapemaster grabs Circle → deposits on Left (Left is now primed, nothing changes yet). Grabs Square → deposits on Mid. The two shapes swap: Left takes Mid's Square and becomes Cylinder (Circle + Square). Mid takes Left's Circle and becomes Cone (Circle + Triangle).
Inside: Assembling the Final Shape

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.

Ogres block Knight respawns Every time all Knights in a room die, a normal Ogre spawns Inside and two Unstoppable Ogres spawn Outside. Knights will not respawn until the Ogres are dead. Kill Ogres immediately.
01 Callouts & First Deposits
  1. 1
    Read the simple shapes above all three statues, left to right and call them out to Outside (only one Inside player needs to call). This tells Outside what shapes each statue needs.
  2. 2
    Kill a Knight — it drops a simple shape. Pick it up and deposit it on one of the other two players' statues (not your own — you physically cannot deposit on your own statue). All three Inside players do this simultaneously.
  3. 3
    Kill another Knight and deposit that shape on the remaining other player's statue. Again, all three simultaneously. You must make both of these deposits even if it means giving away a shape you ultimately need — each Inside player must trade away their starting shapes or they will not be able to escape their room.
02 Reading the Back Wall & Swapping
  1. 4
    Look at your back wall. It shows the simple shapes your Knights will drop next. You need this wall to show only the two shapes your statue is not holding — your statue's own symbol must not appear on it.
  2. 5
    If your statue's own symbol is showing on your wall, pick it up whenever a Knight drops it and deposit it on another player's statue to remove it from your wall.
  3. 6
    Coordinate swaps with the other Inside players. Call out what shapes you need. If someone has a shape you need on their wall and you have one they need, deposit on each other's statues simultaneously to swap.
Swap example Left statue holds Circle. Left's back wall shows Circle and Triangle — they need to remove Circle. Right statue holds Square and needs a Circle. Left and Right call out their needs. Left deposits their Circle on Right's statue. Right deposits their Square on Left's statue. Both back walls now show the correct two shapes (the ones their statue isn't holding).
Never deposit a shape on a statue already holding that shape If a statue already contains a Circle, do not deposit a Circle into it — it won't produce a useful swap. Always deposit into a statue that does not currently hold that simple shape.
03 Collecting & Escaping
  1. 7
    Once your back wall shows only the two shapes your statue isn't holding, kill two Knights and pick up both shapes.
  2. 8
    Walk through the fractured wall to leave your solo room and rejoin the main arena.
Witness Wipe & Ghost Revival

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.

Outside players
  1. 1
    Pick up the Ghosts that appear in the arena and carry them to the front statues (the six Guardian statues). Three pedestals will be empty.
  2. 2
    Wait for Inside players to call positions before depositing. Statues are read left to right, numbered 1–6.
  3. 3
    Deposit each Ghost on the correct pedestal as called. The Inside player respawns in their solo room immediately.
Inside players (spectating)
  1. 4
    Each spectating Inside player can see one other Inside player's statue glowing on a pedestal. Call out that player's name and position. e.g. "A is at 3."
  2. 5
    Once revived, resume shape work immediately — check your back wall to see what you have and continue from where you left off.
End-of-Phase: Ghost Revival at the Statues

Once all three Inside players escape through the fractured wall, everyone gathers at the six Guardian statues.

  1. 1
    Kill the wave of adds that spawns, including Unstoppable Ogres.
  2. 2
    Once they're dead, 5 of 6 Guardians "die" — this is not counted as a real death. Their Ghosts appear near the statues.
  3. 3
    Each dead player can see one other dead player's statue glowing on a pedestal — not their own. Call out that player's name and position (1–6, left to right). e.g. "I see A at position 2."
  4. 4
    The one surviving player picks up Ghosts one at a time and deposits each on the correct pedestal based on callouts. That player respawns immediately.
  5. 5
    Repeat until all five are revived. The phase ends and the next cycle begins.
Three cycles total — Inside team is randomised each phase The full encounter repeats three times. The three players pulled Inside are randomised each cycle — everyone should be comfortable with both roles.
Things to Watch For
Priority Kills
  • Hive Knights — drop shapes for both Inside and Outside.
  • Ogres — spawn each time Inside sends a shape; kill immediately.
  • Two Unstoppable Ogres — spawn after each revival.
  • General add clear — Outside keeps the arena clean while one player manages statues.
Watch For
  • Ghost ID — equip a distinct Ghost before starting. Memorise everyone's before interacting.
  • Don't assemble Final Shape early — wait until all three Inside players have correct shapes on their wall.
  • Outside shape rule — you always start with the wrong shapes; trade them to other statues.
  • Final cycle — 5 of 6 die. One player places all five Ghosts based on dead players' calls.
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05
Encounter
Salvation's Edge · The Final Shape · The Pale Heart

The Witness

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.

3 mechanics · 3 add clear Shoot cuff → collect colour → shoot cuff fast Shoot cruxes to leave the correct shape Jump on sword-swing sound
Encounter Map
The Witness encounter map
The Witness — arena layout, hand positions, Pool of Light cleanse area
Hand Reference
Pyramidal Hand — Green · Ceiling (Top)
  • AoE: Triangular trap under a player
  • Crystal shape to leave standing: Triangle
Hexehedral Hand — Red · Wall
  • AoE: Line AoE
  • Crystal shape to leave standing: Square
Spherical Hand — Yellow · Floor
  • AoE: Circle AoE
  • Crystal shape to leave standing: Circle
Cuff Colour → What to collect
  • The colour shown on the broken cuff is never your own hand's colour
  • Go stand in the AoE of the hand matching that colour to collect its resonance buff
  • 4 resonance stacks = instant death. Pool of Light cleanses all stacks when a glyph is destroyed.
Crux Puzzle — What to Leave Standing
Witness crux puzzle shape reference
Shoot the cruxes NOT part of the shape. Leave the outlined crystals standing. Green = Triangle · Red = Square · Yellow = Circle
Roles
Mechanics Team — 3 players, one hand type each
Assign one player to Triangle, one to Square, one to Circle. Each player owns their hand type for the entire mechanic phase — stand in its AoE, shoot its cuff, collect the indicated colour's resonance, return and immediately shoot the cuff again for Glyphbreaker. Converge on Pool of Light together.
Add Clear — 3 players
Keep enemies off the mechanics team throughout. Also responsible for solving the crux puzzle if it triggers and jumping on the sword-swing sound cue.
Step-by-Step Flow
01 Breaking a Hand (all 3 mechanics simultaneously)
  1. 1
    Stand in your hand's charging AoE and shoot the cuff/bracelet. It breaks and displays a colour — green, red, or yellow — that will never match your own hand type.
  2. 2
    Go find the hand matching that colour and stand in its AoE until you receive that hand's specific resonance buff.
  3. 3
    Return to your original hand. Step inside its charging AoE and immediately shoot the cuff. Timing is critical — shoot too late and you'll absorb your own hand's resonance buff and waste the attempt. Break it fast and you earn Glyphbreaker.
Shoot the cuff immediately on step 3 The moment you step into your hand's AoE on the second visit, shoot the cuff. If you wait too long you'll collect your hand's resonance buff instead of Glyphbreaker — the attempt is wasted and you'll need to run the sequence again. Step in, shoot instantly.
02 Destroying Glyphs (Pool of Light)
  1. 4
    Wait until all three mechanics players have Glyphbreaker, then move together to the Pool of Light platform in the center.
  2. 5
    Each player destroys a different glyph on the Witness. Standing on the Pool of Light cleanses all resonance stacks when a glyph is destroyed.
  3. 6
    Repeat the full sequence — all three mechanics players run their hands again, collect Glyphbreaker, converge, and destroy the remaining three glyphs. Six glyphs total.
03 Witness Test — Crux Puzzle
  1. 7
    At some point after a hand is broken, the Witness may test you. The player who destroyed that hand immediately calls out which type it was (Triangle / Square / Circle).
  2. 8
    Cruxes spawn in front of the Witness. Shoot the cruxes that are NOT part of the called shape — leave the correct ones standing. See the diagram above.
  3. 9
    If solved correctly, listen for the sword-swing sound and jump to avoid the kill zone. If solved incorrectly, the raid wipes.
Crux puzzle: leave the shape standing, shoot everything else You are destroying the cruxes that don't belong to the shape — not shooting the shape itself. The diagram above shows exactly which crystals to leave standing for each hand type.
04 Damage Phase
  1. 10
    After all six glyphs are destroyed, all players move to the Pool of Light platform — it rises up for the damage phase.
  2. 11
    Damage is done to the Witness while he attacks the platform, not the players directly. Stay mobile to avoid his AoEs.
  3. 12
    Listen for the sword-swing sound — jump immediately to avoid the entire platform becoming a kill zone.
  4. 13
    When the platform lowers, the mechanic phase repeats. Run the glyph sequence again and return to damage.
05 Final Stand
  1. 14
    At final stand health, kill the Witness as fast as possible. All his attacks become noticeably faster — stay mobile and use everything you have. Supers, heavy ammo, best weapons.
Things to Watch For
Priority Actions
  • Shoot cuff immediately on second AoE entry — don't wait.
  • Call hand type instantly if your hand triggers the Witness test.
  • Shoot the right cruxes — leave the shape standing.
  • Jump on sword-swing sound — both after crux puzzle and during damage phase.
Watch For
  • Cuff colour — tells you which hand to collect resonance from. Never your own.
  • Resonance stacks — 4 = instant death. Pool of Light cleanses on glyph destruction.
  • All 3 Glyphbreakers before converging — don't go to Pool of Light alone.
  • Sword-swing sound — jump every time you hear it, no exceptions.
  • Final stand — attacks accelerate sharply. Dump everything immediately.
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