The Vex Network · Mercury · Raid Guide
Vault of Glass
Glassway
"A prison sunk into Mercury's surface, built to hold a Vex mind that learned to see across time. Atheon does not fight you so much as erase you — pulling Guardians into the Ascendant Plane to keep the present uncontested. Six Guardians now descend into the glass to put that gaze out for good."
Encounters
00
Opening the Vault
3 teams · Hold the plates · Build the spire
→
01
Confluxes
Defend the Conflux · Hold the line against the timeline's collapse
→
02
Oracles
Confluxes · Trial of Oracles · Sequence under fire
→
03
Templar
The Gorgons' Labyrinth · Detain · Relic · Oracles
→
★
Gorgon's Labyrinth
Bonus · Stealth traverse · Optional chest
→
04
Gatekeepers
Mars & Venus portals · Relic relay · Teleport Destabilized · Central Conflux
→
05
Atheon, Time's Conflux
Final boss · Random teleport · Oracle callouts · Time's Vengeance
→
Loot Table
Shotgun
Aggressive Frame · 55 RPM
Scout Rifle
Precision Frame · 180 RPM
Machine Gun
Aggressive Frame · 600 RPM
Arms
Class Item
Shotgun
Aggressive Frame · 55 RPM
Scout Rifle
Precision Frame · 180 RPM
Sniper Rifle
Rapid-Fire Frame · 140 RPM
Arms
Legs
Hand Cannon
Adaptive Frame · 140 RPM
Scout Rifle
Precision Frame · 180 RPM
Machine Gun
Adaptive Frame · 600 RPM
Arms
Chest
Shotgun
Aggressive Frame · 55 RPM
Hand Cannon
Adaptive Frame · 140 RPM
Rocket Launcher
Aggressive Frame · +10% Damage
Helm
Legs
Sniper Rifle
Rapid-Fire Frame · 140 RPM
Machine Gun
Adaptive Frame · 600 RPM
Rocket Launcher
Aggressive Frame · +10% Damage
Exotic Fusion Rifle
Random drop chance. Catalyst can be unlocked through puzzle sequences within the raid.
Helm
Chest
Armor Perks
Origin Trait
Timelost Magazine
Final blows with this weapon grant bonus Super energy. When your Super expires, this weapon's magazine size is doubled for a long duration and reloads from reserves.
2 Piece Set Bonus
Radiolaria Breach
After picking up an Orb of Power, the next time your shields are broken, gain a bonus to Health stat for a short duration and release a burst of radiolaria around you.
4 Piece Set Bonus
Collective Power
While you have a subclass buff, dealing sustained damage creates an Orb of Power.
Master Raid Adept weapons drop from challenges, and are no longer encounter-specific — you can earn any Adept weapon from any encounter challenge.
Overview
Split into three pairs and fan out to the left, middle, and right sync plates scattered across the area in front of the vault door. Step onto a plate to claim it and begin building a connection. As long as all three plates are held simultaneously, a spire in the center of the area gradually constructs itself. When the spire completes, the Vault of Glass opens and a chest spawns at the base of the spire.
Waves of Vex add pressure throughout. Most enemies can't interrupt a held plate — but Minotaurs can. If a Minotaur steps onto your plate, it breaks the connection and the plate turns red. You have to clear the Minotaur and retake it. The spire only builds while all three are active, so a lost plate stalls everyone's progress.
You don't need to stand on the plate the whole time
Once a plate's connection is established, the two players assigned to it can roam and clear adds. You only need to be on the plate to initially claim it, and to retake it if a Minotaur breaks the connection.
Roles
Left Pair2 players
Claim and hold the left plate. Clear adds coming from your side and prioritize any Minotaur that approaches the plate.
Middle Pair2 players
Claim and hold the center plate. The middle plate is most exposed — adds can funnel from either side. Also the best position to call out Minotaur spawns across the arena.
Right Pair2 players
Claim and hold the right plate. Mirror of the left pair — clear your side and watch the plate.
Step-by-Step Flow
Setup
1
Split into three pairs — left, middle, right — before engaging.
2
Each pair steps onto their plate to establish the connection. The spire in the center begins building once all three are active simultaneously.
Hold Phase
3
Clear incoming adds around your plate. Goblins and other standard Vex are a nuisance but can't interrupt the plate — focus fire on anything that threatens you.
4
Call out Minotaurs the moment they spawn. They are the only enemy that can step onto a plate and break the connection — drop them before they reach you.
5
Cyclops spawn periodically near each plate and deal extreme burst damage. Kill them quickly with Supers or Heavy — don't let them linger.
6
If a Minotaur breaks your plate (it turns red), kill the Minotaur and immediately retake the plate. The spire stalls for your team while it's down.
7
Hold until the spire fully completes. The Vault door opens and a chest spawns at the base of the spire — collect it before heading inside.
Things to Watch For
Priority kills
- Minotaurs — the only enemy that can interrupt a held plate. Call them and kill them before they arrive.
- Cyclops — spawn periodically near each plate and deal extreme burst damage. Use Supers or Heavy to drop them fast.
Watch for
- A red plate means the connection is broken — kill the Minotaur and retake it.
- The spire stops building any time a plate is lost. Every second counts.
- Don't forget the chest at the spire base before entering the vault.
Templar's Well — Relic spawn, Oracle positions, and Templar teleport spots
Overview
The Templar is a looping encounter built around the Relic (also called the Aegis). Each cycle: kill three Oracles in chime order, use the Relic's Super to strip the Templar's shield, then deal damage. The Templar will eventually attempt to teleport — either let it (resetting the cycle) or block the teleport by standing in its ring to extend the damage phase, at the cost of spawning Praetorians.
Dropping the Relic wipes the team after 10 seconds
If the Relic holder goes down or drops it intentionally, someone must pick it up within 10 seconds or the team wipes. Always have a plan for who picks it up if the holder dies.
The Relic — Controls
Fast Attack
Melee button. Quick strike for dealing with nearby enemies and Oracles.
Heavy Slam
Shoot button. A powerful ground slam — most effective when activated in mid-air for maximum area damage.
Cleansing Shield
ADS / Aim button. Deploys a bubble that cleanses Marked for Negation from nearby teammates. Critical if the Oracle sequence goes wrong.
Relic Super — Shield Breaker
Super button. Fires a projectile that removes the Templar's shield, opening the damage phase. Build Super energy faster by killing enemies and Oracles with the Relic.
Roles
Relic Holder1 player
Picks up the Relic at the start and keeps it for the entire encounter. Helps kill Oracles during the Oracle phase to build Super energy, then fires the Super to strip the Templar's shield once everyone is in position. During the damage phase, runs between the Templar's teleport spots around the arena, standing in each ring to interrupt the teleport and keep the Templar locked in the center.
Oracle Team3 players
Stand near where Oracles spawn and call chime order as they appear. Destroy them in sequence alongside the Relic holder using the same two-rotation chime system as the Oracles encounter — same rules, only three per cycle. Once Oracles are cleared, move to the damage position.
Damage Team5 players (all except Relic holder)
Once Oracles are cleared, group up at the damage position — the top-right teleport spot is a popular choice. Wait for the Relic holder to fire the Super and strip the shield, then pour damage into the Templar's weak point — the "nose" on its front face. Watch for a teammate getting Detained and break them out by shooting the detainment field.
Step-by-Step Flow
Start
1
Assign the Relic holder before entering. Once decided, that player picks up the Relic from the center of the arena — this starts the encounter.
2
The Relic holder and three dedicated Oracle players position near the Oracle spawns. The remaining two players can begin moving toward the damage position early.
Each Cycle — Oracles
3
Three Oracles spawn using the same two-rotation chime system as the Oracles encounter. Call chime order as they appear, then destroy them in sequence once both rotations complete.
4
The Relic holder kills at least one Oracle each cycle to build Super energy faster.
5
If anyone is Marked for Negation, the Relic holder uses the cleansing shield (ADS) to cleanse the team.
Damage Phase
6
Once all three Oracles are dead, all five non-Relic players group up at the damage position — the top-right teleport spot is the recommended spot.
7
Once everyone is in position, the Relic holder fires the Super to strip the Templar's shield. Damage begins immediately.
8
All five players damage the Templar's nose. This should be a one-phase — pour everything in.
9
While damage is happening, the Relic holder runs between the Templar's teleport spots, standing in each glowing ring until it disappears to prevent the Templar from teleporting away.
10
Watch for Detainment — the affected player moves away from the group; teammates shoot the detainment field to free them.
11
Blocking teleports spawns Praetorians — strong Minotaurs that need to be cleared while the damage team maintains pressure on the Templar.
Things to Watch For
Priority kills
- Oracles — in chime order, every cycle. Same rules as the Oracles encounter.
- Praetorians — only spawn if you block the teleport. Strong Minotaurs — deal with them while maintaining damage.
Watch for
- Detainment — affected player moves away from the group; rest of team shoots the field to free them.
- Relic drop — if the holder dies, someone picks it up within 10 seconds or it's a wipe.
- Marked for Negation — Relic holder cleanses with ADS shield; group-cleanse rules still apply.
Glass Throne — sync plates, portals (orange = Mars, green = Venus), and central Conflux
Portal interiors — Mars (left) and Venus (right), each with a Conflux and Relic spawn
Overview
The encounter revolves around a Relic relay between the main arena and two portals — Mars (orange, left) and Venus (green, right). The Relic can only be taken through a portal once per player due to the Teleport Destabilized debuff, so it must be handed off every time it crosses a threshold. Inside each portal, a Praetorian spawns whose shield can only be removed by the Relic. Meanwhile, sync plates on each side must be held to keep the portals open, and Gatekeepers periodically spawn in the main arena to shut the portals down until killed.
When enough Praetorians are defeated, a Conflux spawns in the main arena. All players return and defend it against Praetorians and Wyverns to end the encounter.
Teleport Destabilized — 45 seconds
Anyone who carries the Relic through a portal threshold — in either direction — receives this debuff for 45 seconds. While active, they cannot carry the Relic through a portal again. Drop it immediately on the other side so the next player can pick it up.
Core Mechanics
Relic Relay
The Relic rotates between all four non-plate players — the two portal players and the two outside players. Plate holders never carry it. The Relic always travels the same path: outside player carries it into the Praetorian portal, drops it and stays; portal player picks it up and exits, drops it outside; the other outside player takes it into the opposite portal, drops it and stays; that portal player picks it up and exits, drops it outside. Four players, continuous loop.
Praetorian Shields
Praetorians inside the portals have a shield that can only be broken by a Relic attack. The Relic holder must strip the shield first before the rest of the team can damage them. One Praetorian spawns per portal cycle.
Sync Plates
One or two players hold the sync plates on each side of the main arena to keep the portals active. Goblins and Overload Minotaurs assault the plates continuously — if a Minotaur captures a plate it shuts the portal down until the plate is retaken.
Gatekeepers
A new Gatekeeper spawns in the main arena each time a Praetorian spawns inside a portal. It teleports around the arena and disables the portals until killed. Six total Gatekeepers (including the opening one) are defeated before the final phase. One-and-done Supers — Thundercrash, Blade Barrage, Nova Bomb — are ideal for dropping them fast.
Portal Wyverns
When a Praetorian spawns inside one portal, a Wyvern spawns in the other portal simultaneously. The player inside that portal must handle it — use a one-and-done Super since you may be alone.
Roles
Sync Plate Holders2 players — fixed
One player per plate. Stay on your plate the entire encounter — you never enter a portal or carry the Relic. Your job is to keep the portals active by holding the plate, killing Overload Minotaurs before they capture it, and dealing with Gatekeepers as they spawn in the main arena.
Portal Players2 players — fixed start
One player per portal — you enter your portal first when they open and defend the Conflux inside. From there you're part of the four-player relay: when the Relic holder enters and drops the Relic after breaking the Praetorian's shield, you pick it up and exit to the main arena, drop it for the waiting outside player, then eventually re-enter as the relay comes back around. You're not permanently inside — you cycle in and out like everyone else in the relay.
Relic Relay4 players — all non-plate players
The Relic rotates between all four non-plate players: the two portal players and the two outside players. Plate holders never touch the Relic. One outside player starts by picking it up after the opening Gatekeeper dies. From there it cycles continuously — in to break a Praetorian's shield, drop and stay, out and drop, across and in to the other portal, drop and stay, out and drop, repeat. Each of the four players takes a turn carrying it through a portal threshold before it comes back around.
Step-by-Step Flow
Setup
1
Assign roles before starting — two plate holders (one per plate), two portal players (one per portal), one Relic starter.
2
Kill the opening Gatekeeper in the center. It teleports around until defeated.
3
Relic spawns in the center — Relic starter picks it up. Both plate holders simultaneously step onto their sync plates to open both portals.
4
Both portal players enter their portal immediately and begin defending the Conflux inside.
The Relay Loop
5
Inside each portal, one side spawns a Wyvern and the other spawns a shielded Praetorian. The portal players call out which side has the Praetorian — Mars (left/orange) or Venus (right/green) — so the Relic carrier outside knows which portal to enter. The Relic carrier enters the Praetorian portal, breaks its shield with a Relic attack, then drops the Relic and stays inside — they are now the portal room's new occupant.
6
The portal player who was already inside picks up the Relic and exits to the main arena. They drop it immediately for the other outside non-plate player waiting on that side.
7
That outside player takes the Relic into the opposite portal, breaks the new Praetorian's shield, drops the Relic, and stays. The portal player there picks it up, exits, and drops it outside for the first outside player — who has since returned and is ready to go again.
8
Each cycle, a new Gatekeeper spawns in the main arena — plate holders kill it to reactivate the portals.
9
Overload Minotaurs assault the plates throughout — plate holders prioritize them above everything else.
Final Phase — Central Conflux
10
Once enough Praetorians are defeated, the portal Confluxes disappear and a new Conflux spawns in the center of the main arena. All players exit portals and converge on it.
11
Defend the central Conflux against Praetorians and Wyverns. Whoever has the Relic must strip Praetorian shields before the team can damage them.
12
Three Wyverns spawn near the end — use Supers to drop them fast. Hold until the encounter completes.
Things to Watch For
Priority kills
- Gatekeepers — portals stay shut until each one is dead.
- Overload Minotaurs on sync plates — capturing a plate shuts the portal.
- Wyverns in portals — you may be alone; use a one-and-done Super.
- Praetorian shields — Relic hit first, then everyone else can damage.
Watch for
- Teleport Destabilized — drop the Relic immediately after crossing a threshold. Never carry it through two portals in a row.
- Relay timing — the Praetorian callout is the trigger. Relic carrier moves the instant it's called.
- Final phase Wyverns — three spawn near the end of the Conflux defense. Save a Super.
Gorgon's Labyrinth — entrance, exit route (blue), chest route (red), Gorgon patrol paths
Overview
The Labyrinth is not a combat encounter — it's a stealth traverse. Gorgons patrol fixed routes through the cavern and have a wide line-of-sight cone. If one spots any member of your fireteam it's effectively an instant wipe. You can technically kill a Gorgon, but if a second one sees you while you're doing it you now have to kill that one too — it escalates immediately and is nearly impossible to recover from. Don't engage. Just sneak.
The exit is on the left side of the maze from the entrance. A secret chest is accessible by going right from the entrance instead — shoot both floating Vex cubes along the route to unlock the door to it. It's a detour but rewards loot from the raid pool.
One spotted = team wipe
Gorgons are essentially unkillable in practice. The moment one sees any player, it's over. Crouch, use Invisibility if available, and keep terrain between yourself and every Gorgon. Watch their patrol paths before moving and wait for a clear window.
Core Mechanics
Gorgon Line of Sight
Gorgons patrol set routes and have a wide detection cone. Breaking their line of sight with terrain is the primary tool. Move behind rocks, ledges, and walls — never cross open ground while a Gorgon's cone is pointing your way.
Crouch & Invisibility
Crouching reduces your profile and can help slip past Gorgons in tight spots. Hunters with Invisibility or any source of team Invis are extremely valuable here — use them when a Gorgon's patrol leaves no clean terrain cover.
Patrol Timing
Gorgons move in predictable loops. Watch a Gorgon complete part of its path before committing to a crossing — move when its cone is facing away and you have a clear window to reach the next piece of cover.
Step-by-Step Flow
Main Route — Exit
1
Enter the Labyrinth and immediately crouch. Don't rush — take a moment to locate the nearest Gorgon and track its patrol direction.
2
Move through the left side of the maze, using rocks and terrain to break line of sight. The blue route on the map above shows the general path to the exit.
3
Wait for patrol windows before crossing any open area. If a Gorgon is nearby, let it turn away completely before moving.
4
Use Invisibility to cover crossings where terrain alone isn't enough — Hunter tethers, smoke, Void subclass Invis, or Omnioculus all work.
5
Reach the exit on the left side of the cavern and move through to the Gatekeeper arena.
Optional — Secret Chest Route
6
From the entrance, take the right path instead (red route on the map). The secret chest is located in a dead-end alcove on the right side of the Labyrinth.
7
Along the route you'll find two floating Vex cubes — both are marked on the map. Shoot each one to unlock the door to the chest. Both must be shot before the chest becomes accessible.
8
Same stealth rules apply throughout — crouch, watch patrol routes, use terrain. Once you collect the chest, backtrack to the main path and continue to the exit.
Things to Watch For
Do not
- Cross open ground while any Gorgon's cone is facing your direction.
- Try to fight a Gorgon — if a second one sees you mid-fight, you need to kill that one too. It cascades immediately.
- Rush between cover points — wait for a clear window, then move with purpose.
Do
- Crouch whenever moving through the maze.
- Save Invisibility for unavoidable open crossings.
- Call out Gorgon positions to the team — everyone needs to know where the threat is before moving.
Templar's Well — all seven Oracle spawn positions and central cleanse plate
Overview
Seven fixed Oracle positions exist around the Templar's Well. Each player stands at one position — since there are 7 spots and only 6 players, one player covers two positions. The bottom-left two are close enough together to watch simultaneously, making them the natural double assignment.
Each wave, Oracles chime one at a time through the full sequence twice. Each Oracle becomes briefly visible as it chimes — use the first rotation to establish order and call your number out loud. The second rotation repeats the same sequence, confirming it. Once both rotations complete, all Oracles remain visible simultaneously — destroy only the ones that chimed this wave, in the order they first chimed. Leave the rest alone. The encounter runs 5 waves, adding one more Oracle each time (3 → 4 → 5 → 6 → 7).
Wrong order = Marked for Negation · Too slow = instant wipe
Both failure states wipe the team. Wrong order marks everyone and kills them at the next interval — same group-cleanse rules as Confluxes apply. Too slow is immediate. Prioritize sequence accuracy over speed, but don't linger.
Core Mechanics
Two Full Rotations, Then All Appear
The Oracles chime through the sequence twice. Each Oracle becomes briefly visible as it chimes — one at a time, in order, across both rotations. The first rotation establishes the kill order — call your number as your Oracle chimes. The second rotation repeats the same sequence. Once both rotations complete, all seven Oracles appear simultaneously and must be destroyed in the order they first chimed.
7 Positions, 6 Players
There are seven fixed Oracle spawn points. One player covers two — the two bottom-left positions on the map are close enough together to watch simultaneously and are the standard double assignment. That player calls both numbers as each of their Oracles chimes.
Escalating Waves (3 → 7)
Five waves total. Wave 1 spawns 3 Oracles, each subsequent wave adds one more, ending at 7 on wave 5. Later waves are more demanding — by wave 5 every position is active and the double-coverage player has their hands full.
Marked for Negation
Applied to the team if Oracles are killed out of order. Kills everyone marked at set intervals — same mechanic as Confluxes. The cleanse plate has a cooldown after use, so all marked players must cleanse together.
Callout Strategy
No pre-planning the sequence — let the chimes tell you the order live. When your Oracle gives its first chime, call out your number immediately: "Two", "Five", etc. Once all Oracles have chimed twice and appear, everyone fires in the order that was called. Simple, fast, no guessing.
Recommended: Fusion Rifles and Shotguns
Oracles have enough health that primary fire can feel slow. A Fusion Rifle or Shotgun burst-kills them cleanly — especially useful in later waves where the window between all appearing and the wipe timer is tight.
Step-by-Step Flow
Setup
1
Each player takes a position at one of the seven Oracle spawn points. One player covers the two bottom-left positions — they're close enough to watch at the same time.
2
Make sure you have line of sight on your position(s) and a weapon that can burst an Oracle quickly — Fusion Rifle or Shotgun recommended.
Each Wave
3
Oracles begin chiming one at a time through the full sequence. When your Oracle chimes, call out your number — "Two", "Four", etc. The first to chime is One, next is Two, and so on. This is the first rotation — establish the order.
4
The sequence chimes through a second time in the same order — each Oracle again becomes briefly visible as it chimes. Use this rotation to confirm your number.
5
Once both rotations complete, all seven Oracles remain visible at once. Destroy only the ones that chimed during the rotations — leave the rest alone. Shoot them in the numeric order from the first rotation.
6
Burst each Oracle down quickly with a Fusion Rifle or Shotgun — don't linger on any one Oracle.
7
If Marked for Negation is applied (wrong order), call it and group-cleanse at the central plate — same cooldown rules as Confluxes.
8
Between waves, clear adds — Goblins and Minotaurs in the arena floor, Hobgoblins sniping from elevated blocks around the perimeter.
9
Repeat for all 5 waves (3 → 4 → 5 → 6 → 7 Oracles). The encounter ends when wave 5 is cleared.
Things to Watch For
Priority kills
- Oracles in sequence — always the primary objective. Everything else waits.
- Hobgoblins — snipe from elevated perimeter blocks; they go immune when targeted if you're not fast. Clear between waves when possible.
Watch for
- Marked for Negation from a wrong-order kill — call it and group-cleanse immediately.
- The player covering two positions has the hardest job in later waves — support them if a position goes dark.
- Wave 5 has all 7 Oracles active — full focus, fast callouts.
Templar's Well — Conflux positions, Vex spawn gates, and central cleanse plate
Overview
Confluxes is a pure defense check — there's no relic, no puzzle, just clearing Vex before they reach the conflux and sacrifice into it. The encounter runs in three rounds: first a single, central conflux; then two at once, one on each side of the arena; then three at once. Each round ends when its conflux (or confluxes) survives long enough, at which point a short add-rush phase hits before the next round begins.
A Wyvern reaching the conflux wipes the team
Small Vex (Goblins, Hobgoblins) sacrificing into a conflux are a minor setback. A Wyvern sacrificing is an instant wipe. Call them out the moment they spawn and drop them with Supers or Heavy before they get close.
Core Mechanics
Conflux
The objective each round. Vex march toward it and attempt to sacrifice themselves into it. Enough successful sacrifices end the round in the Vex's favor; defending it long enough against the wave clears the round instead.
Marked for Negation
Certain Vex units leave behind a pool of liquid on death. Standing in one applies this debuff. At set intervals, the debuff kills everyone currently marked simultaneously — it's not a gradual drain. Cleanse it by standing in the central cleanse plate. However, using the cleanse plate puts it on a cooldown, so if multiple players are marked, they must cleanse together rather than one at a time.
Round Transition
After a conflux (or set of confluxes) is successfully defended, it despawns and a short, heavy add-rush hits the arena. Survive this burst before the next round's confluxes spawn.
Roles
Round 1 — Full team6 players
One conflux in the center. Stay grouped and clear adds funneling in from the arena's edges. No need to split yet.
Round 2 — Split in half3 + 3
Two confluxes spawn, one on each side. Split the team evenly and defend your assigned side — don't let either side get overwhelmed while help is on the other.
Round 3 — Split in pairs2 + 2 + 2
Three confluxes are active simultaneously. Pair up and take one conflux each. Communication on Wyvern spawns matters most here, since help is spread thinnest.
Step-by-Step Flow
Round 1 1 conflux
1
Stay grouped near the center conflux and clear incoming Vex before they get close.
2
Call out and prioritize any Wyverns or Overload Champions the instant they spawn.
3
Survive the add-rush once the conflux despawns, then move into position for round 2.
Round 2 2 confluxes
4
Split the team in half — three players to the left conflux, three to the right.
5
Defend your side independently. Don't rotate help across unless your side is fully stable.
6
Avoid Marked for Negation pools. If marked, call it out — the cleanse plate has a cooldown after use, so all marked players must cleanse at the same time.
Round 3 3 confluxes
7
Split into three pairs, one pair per conflux.
8
With help spread thin, call out Wyverns immediately — a single miss here can end the run.
9
Hold until all three confluxes are successfully defended to clear the encounter.
Things to Watch For
Priority kills
- Wyverns — an instant wipe if they reach the conflux. Always first priority.
- Overload Champions — bring an Overload mod. They spawn throughout the encounter and will push through adds if ignored.
Watch for
- Marked for Negation pools left behind by dying Vex — don't stand in them.
- The cleansing well at the arena's center clears the debuff if you get marked.
Glass Throne — Oracle positions 1–6, sync plates, portals (orange = Mars, green = Venus)
Portal interiors — Mars (left, desert) and Venus (right, jungle), Oracle positions and Relic spawn
Overview
Each cycle, Atheon randomly teleports three players into one of the two portals — Mars (left, orange) or Venus (right, green). The three players left outside open the correct portal via sync plate and watch for six Oracles that spawn in the throne room, calling their chime order to the team inside. The three players inside grab the Relic, destroy three sets of three Oracles in the order relayed by the outside team, and exit. When the last Oracle dies, everyone receives Time's Vengeance — a 30-second window to damage Atheon. Repeat until Atheon is dead. There is no final stand.
Which portal? Listen for the callout immediately
The teleported players must immediately call which portal they landed in — Mars is the desert (left/orange), Venus is the jungle (right/green). The outside team can't open the right portal until they know. Don't hesitate.
Core Mechanics
Oracle Callouts — Outside to Inside
Each round, three of the six numbered Oracle positions activate. Outside players watch them appear one at a time with a chime — same two-rotation system as the Oracles encounter. The sequence chimes through twice, with each Oracle briefly visible as it chimes. Outside players call the positions in order as they appear — e.g. "2, 3, 5" — so the inside team knows the kill sequence. After both rotations complete, those three Oracles appear simultaneously inside the portal room and must be destroyed in the called order. Snipers and Fusion Rifles are recommended — they need to go down fast.
Relic (Inside)
One of the three teleported players picks up the Relic inside the portal. Their jobs: kill Praetorians that spawn near the exit portal using Relic attacks, and use the cleansing shield (ADS) to remove the blinding effect from teammates inside. The Relic's shield does not block Atheon's damage. Relic holder can drop it briefly during the damage phase — must be picked up within 10 seconds or the team wipes.
Time's Vengeance
A 30-second buff granted to all players when the ninth Oracle dies. Increases ability regeneration and allows everyone to damage Atheon. Exit the portal immediately when it triggers — every second inside is wasted DPS time. The buff ends the damage phase; Atheon cannot be damaged outside of it.
Imminent Detain
During the damage phase, a random player receives this countdown debuff. When it expires they are encased — and anyone nearby gets caught too. The affected player should immediately move down the stairs toward Atheon and stand at his feet before the timer runs out — out of the way of the damage group and easy for teammates to reach and shoot the detainment field to free them.
Supplicants & Harpies
Harpies flood the throne room between teleport phases. Supplicants are Vex that self-destruct — stay mobile and don't let them get close. Clear as many as possible before the next teleport cycle begins.
Roles
Outside Team3 players
Open the correct portal via sync plate the moment the teleported team calls their side. Watch the six Oracle positions in the throne room and call chime order to the inside team as each Oracle appears. Repeat three times — three sets of three. Deal with Harpies and Supplicants between calls.
Inside Team — Relic Holder1 of the 3 teleported
Pick up the Relic immediately on spawn. Kill Praetorians near the exit portal with Relic attacks. Use the cleansing shield to remove the blinding effect from teammates. Can drop the Relic briefly during the damage phase to deal damage to Atheon — must retrieve it within 10 seconds.
Inside Team — Oracle Killers2 of the 3 teleported
Destroy the Oracles in the order called by the outside team. Inside, all Oracles appear simultaneously — listen for the callout and fire in sequence. Three sets of three must be cleared. Exit through the portal the moment the ninth Oracle dies.
Step-by-Step Flow
Start
1
Destroy the Vex cube floating above the island to spawn Atheon and begin the encounter.
2
Defeat Harpies flooding into the throne room while avoiding Atheon's attacks. Stay spread and mobile — Supplicants self-destruct.
Teleport Phase
3
Atheon randomly teleports three players into a portal. Those players immediately call which side — Mars (desert/left/orange) or Venus (jungle/right/green).
4
Outside team steps onto the correct sync plate to open the portal to where the team was sent.
5
Inside: one player picks up the Relic. Outside: watch for Oracles spawning in positions 1–6 above the throne room and call their chime order as they appear.
6
Outside team watches three of the six Oracle positions chime one at a time — call each position number as it chimes (e.g. "2, 3, 5"). The sequence runs twice. Once both rotations complete, those three Oracles appear simultaneously inside the portal room — inside team destroys them in the called order. Snipers and Fusion Rifles preferred.
7
Relic holder cleanses teammates with the ADS shield whenever the blinding effect appears, and kills Praetorians near the exit portal with Relic attacks.
8
Repeat three times — three sets of three Oracles (9 total) must be destroyed before the exit portal opens.
9
When the third set of Oracles is destroyed, Time's Vengeance activates for all players. Exit the portal immediately. Relic holder cleanses the exiting players at the portal threshold with the ADS shield to remove the blinding effect before everyone moves to damage Atheon.
Damage Phase — Time's Vengeance
10
All six players converge on Atheon and deal damage. The inside team exits and joins immediately — group up near the portal the inside team came through.
11
Dump everything — Supers, Heavy, grenades. Time's Vengeance lasts 30 seconds and ability regen is boosted, so one-and-done Supers can fire twice.
12
Watch for Imminent Detain — affected player moves down the stairs toward Atheon and stands at his feet before the timer expires, keeping them clear of the group. Teammates shoot the detainment field to free them.
13
Relic holder can drop the Relic briefly to deal damage — must pick it back up within 10 seconds or the team wipes. Use the Relic's ADS shield to cleanse players exiting the portal.
14
When Time's Vengeance expires, the Relic disappears. Get to a safe position, clear remaining Harpies and Supplicants, and prepare for the next teleport.
Repeat
15
Repeat the full cycle until Atheon is defeated. There is no final stand — just keep cycling teleport → Oracles → Time's Vengeance → damage until the boss dies.
Things to Watch For
Priority kills
- Praetorians inside portals — Relic attack first to strip shield, then everyone fires.
- Supplicants — self-destruct Vex; stay mobile and keep distance.
- Harpies — clear between cycles to keep the throne room manageable.
Watch for
- Portal callout — teleported players must call Mars or Venus immediately.
- Oracle callouts — outside team calls position numbers as they chime (twice through). Wrong order inside wipes the team. Call fast and clearly.
- Imminent Detain — move down the stairs to Atheon's feet before the timer runs out. Stay clear of the group.
- Relic drop — 10 second pickup window during damage phase. Don't forget it.
- Exit immediately when the 9th Oracle dies — every second of Time's Vengeance counts.