The Witch Queen  ·  The Pyramid  ·  Raid Guide

Vow of the Disciple Faith Broken

"Rhulk, Disciple of the Witness, waits inside a Pyramid ship buried beneath the Dreaming City — a being who conquered death itself and built a throne from the ashes of his own people. Savathûn's coven calls his vow corrupted; you call it a target. Break the Vow, and break him with it."

Players 6
Location The Pyramid
Encounters 4
Exotic Collective Obligation
Seal Disciple-Slayer
Encounters
00
Disciple's Bog
Traversal · Ferry escort · Secret chest
01
Acquisition
Plates · Symbols · Relic carry
02
The Caretaker
Slow / Fast plates · Obelisks
03
Exhibition
Confluxes · Light / Dark orbs
04
Rhulk, Disciple of the Witness
Final boss · Pyramid throne room
Red Border Chest
Totem symbols · Nine switches · Tribute accepted
Symbol Reference
All 27 VoD symbols — callout guide for encounters
Loot Table
1st Encounter
Acquisition
Submachine Gun
Lightweight Frame · 900 RPM
Fusion Rifle
Precision Frame · 800 Charge Time
Linear Fusion Rifle
Precision Frame · 533 Charge Time
Helm Chest Legs
2nd Encounter
The Caretaker
Submachine Gun
Lightweight Frame · 900 RPM
Pulse Rifle
Aggressive Burst · 450 RPM
Linear Fusion Rifle
Precision Frame · 533 Charge Time
Grenade Launcher
Wave Frame · 72 RPM
Helm Arms Class Item
3rd Encounter
Exhibition
Submachine Gun
Lightweight Frame · 900 RPM
Fusion Rifle
Precision Frame · 800 Charge Time
Helm Chest Legs
4th Encounter
Rhulk, Disciple of the Witness
Pulse Rifle
Aggressive Burst · 450 RPM
Grenade Launcher
Wave Frame · 72 RPM
Glaive
Adaptive Glaive · 80 Impact
Exotic Pulse Rifle
Random drop chance from final boss.
Exotic Catalyst
Random drop chance from final boss.
Helm Arms Class Item
Armor Perks
Origin Trait
Souldrinker
Gain health based on the number of hits before reloading.
2 Piece Set Bonus
Resonant Plating
Your health begins regenerating immediately after taking melee damage from a powerful combatant.
4 Piece Set Bonus
Siphoning Touch
Gain stacks of Siphoning Touch for weapon or Glaive melee hits. Switching weapons heals you and consumes all stacks.
Symbol Reference

VoD uses 27 symbols across all encounters. Callouts should be clear and consistent across your team — agree on names before you start. The names below are the widely accepted community standard.

VoD Symbol Reference
Callout tip Symbols appear on walls, pedestals, and relics throughout every encounter. The three most commonly confused pairs are Pyramid vs. Prism (both triangles — Pyramid is a solid outline, Prism has an inner line), Dark vs. Light (Dark is a starburst with a filled center, Light has rays), and Grief vs. Worship (Grief has a circle-head silhouette facing forward, Worship has arms raised).
Disciple's Bog
00
Traversal
Vow of the Disciple
Disciple's Bog
Escort the ferry from the bog to the entrance of the Pyramid. Stay close to avoid Pervading Darkness stacking out and collect Knowledge shards to move the ferry forward.
Traversal Pervading Darkness Knowledge Mechanic Secret Chest Available
Getting In
  1. 1Approach the entrance straight ahead and defeat the Projection of Savathûn and a group of Hive enemies.
  2. 2Head inside the open doorway, up the stairs. Mount your Sparrow and follow the bog path until you reach a stationary black ferry.
Pervading Darkness
Don't stray from the ferry Being too far from the ferry causes a stacking Pervading Darkness debuff. At 10 stacks you die instantly and your screen fills with darkness long before that.

To reduce stacks, stand inside the orange circle aura the ferry emits. Stacks count back down to zero while you remain inside it.

Knowledge Bearers & Shards
  1. 1As you approach the ferry, Scorn enemies spawn. Locate and defeat both Knowledge Bearer Ogres.
  2. 2After both Ogres die, glowing orange Knowledge shards appear around the arena. Find them by the glowing orange column of light rising from each one.
  3. 3Collect shards to build up your Knowledge status: Heightened → Brimming → Overflowing. At Overflowing you can't pick up any more.
  4. 4Return to the ferry and deposit your Knowledge, then head back out to collect more.
  5. 5Once all Knowledge in the area has been collected and deposited, the ferry powers up and begins moving. Hop on top and ride it to the next stop.
Repeat each stop Each time the ferry stops, new Knowledge Bearers and shards spawn. Repeat the process until the ferry reaches the Pyramid entrance.
Secret Chest #1 — Darkness Cruxes

Shoot three hidden Darkness cruxes before the ferry reaches its final destination to unlock a secret chest.

Crux 1 — First Stop
Head left from the ferry stop. The crux is marked near a rocky wall on the left side.
Crux 2 — Two Rows of Pillars
At the stop with two rows of large pillars, find the crux hidden behind the last pillar on the left-hand side.
Crux 3 — Bridge Section
Look underneath the bridge with gated windows, between the two large buildings near the end of the encounter.
Chest location After shooting all three cruxes, a door opens just ahead of the third crux. Enter the room — the chest is at the back.
Reaching the Pyramid

Once the ferry reaches its final destination, head through the doorway at the back of the room and proceed inside to begin the first encounter.

Encounter 1
01
Encounter
Vow of the Disciple
Acquisition
No boss. Three obelisks, three pairs. Roamers hunt Disciple's Compass enemies and Glyphkeepers to uncover three glyphs — then the team identifies the correct obelisk and shoots all three glyphs before time runs out.
6 Players No Boss Obelisk Timer Symbol Reading
Arena Map
Acquisition Arena Map
Yellow stars = Taken Knight spawns  ·  Purple circles = Symbol Rooms  ·  Orange hexagons = Obelisks  ·  Orange triangle = The Nut (center platform)
Arena Layout

Before shooting the crux, take a moment to explore. The encounter won't start until you do.

Key Landmarks
  • Large central wall divides the arena — Pyramid symbol = Dark side, Traveler symbol = Light side
  • Nine rooms around the perimeter, each named by the symbol above its doorway
  • Three obelisks (front/left/right), each with a totem holding three glyph slots
  • Crux in the center — shoot to start; shoot again to toggle all room doors open/closed
Room Names by Side
  • Enter — below spawn
  • Dark side: Give, Grief, Stop, Mind
  • Light side: Worship, Kill, Prism, Drink
  • Inside each room: Light half on the left, Dark half on the right
Team Split & Roles

Split into three pairs, one per obelisk. Each pair has one Defender and one Roamer.

Defender (×3)
Stay at your obelisk, kill everything that comes near, and read the totem — calling out each glyph as it appears so the roamer knows where to go and which Glyphkeeper to kill. Gunfire from enemies accelerates the obelisk's fill timer, so keep the area clean.
Roamer (×3)
Hunt the Disciple's Compass in your area, then enter the designated room and kill the correct Glyphkeeper. Each roamer is tied to the three rooms nearest their obelisk.
Obelisk Room Assignments
  • Front obelisk: Give · Enter · Worship
  • Left obelisk: Grief · Stop · Mind
  • Right obelisk: Kill · Prism · Drink
Totem Glyph Reading Order
  • Top glyph: Traveler or Pyramid — which side Disciple's Compass spawns
  • Middle glyph: Room name — which room the roamer enters
  • Bottom glyph: Light or Dark — which Glyphkeeper to kill
Round Flow
Shoot the Crux — Encounter Begins

Enemies pour in. After a moment, one totem reveals its top glyph — either Traveler (Light) or Pyramid (Dark). This tells roamers which side of the arena to search.

Hunt the Disciple's Compass
  1. 1The roamer from the indicated side searches the arena perimeter for the Disciple's Compass Taken enemy and kills it.
  2. 2An Unstoppable Ogre spawns somewhere in the arena when the Compass dies — deal with it.
Enter the Room
  1. 1The totem reveals its second glyph — this names the room to enter. Shoot the crux first if the door is closed.
  2. 2The closest roamer enters. The totem updates to show a third glyph: either Light or Dark.
  3. 3Two Glyphkeepers spawn inside (one Light side, one Dark side), plus a group of Screebs. Kill the correct Glyphkeeper.
  4. 4A glyph appears where the Glyphkeeper died — call it out and remember it. That's one of your three needed glyphs.
Track your glyphs You need three total glyphs — one from each Compass/room cycle. Type them in chat or assign someone to remember all three.
Repeat for Rounds 2 & 3

After the first Compass dies, a second totem activates with its top glyph. Repeat the entire hunt → room → Glyphkeeper process until all three glyphs are known.

The Offering — Shooting the Correct Obelisk

Once all three glyphs are identified, each obelisk displays a random set of glyph icons on its three sides. Only one obelisk shows all three of your glyphs — find it fast.

Shooting the Glyphs
  • The defender and roamer at the correct obelisk split: one covers two sides, one covers the opposite side
  • Shoot all three glyphs in quick succession — order doesn't matter
  • The obelisk spins and reshuffles after ~30 seconds — act fast
  • Glyphs never move to a different obelisk, so once you've identified the correct one you can keep focusing on it
Failure & Wipes
  • Shooting incorrect glyphs counts as a failed offering
  • A small number of wrong attempts wipes the entire team
  • If the obelisk fills completely from enemy fire, the team wipes
  • A successful offering gives a brief breather before the next round starts
Round progression Each accepted offering retires that obelisk for the rest of the encounter. Round 2 has two obelisks to choose from; Round 3 is whichever remains. Complete all three offerings to finish the encounter.
Encounter 2
02
Encounter
Vow of the Disciple
The Caretaker
Multi-floor encounter. Two Guardians locate and shoot nine glyphs on the obelisk before the Caretaker reaches it. The other four handle enemies and repeatedly stun the boss to slow its advance. Three floors, three damage phases, one final stand.
6 Players Boss Fight Pervading Darkness Three Floors
Team Split & Roles
Glyph Runners (×2)
Alternate in and out of the dark room. One runner is always inside running through and collecting glyphs while the other is outside shooting them on the obelisk.
Add Clear (×2)
Kill enemies around the arena and destroy the Caretaker's orange homing projectiles before they reach the team.
Caretaker Stunners (×2)
Dedicated to provoking and stunning the Caretaker. One draws its Gaze while the other is ready to shoot the glowing head or back on cue.
Glyph Collection Loop
Pervading Darkness Inside the dark room, Pervading Darkness stacks build quickly. At x10 you die. Get in, grab three glyphs, get out. Stacks reduce slowly once you exit — wait before going back in.
  1. 1Shoot either crux beside the closed door near the obelisk to start the encounter and open the door.
  2. 2Guardian A enters the dark room. Locate three of the nine glyphs scattered inside, physically run through each one to collect it, then remember what they were — all while avoiding Wizards and enemies.
  3. 3Guardian B waits outside. When Guardian A is ready to exit, Guardian B shoots the crux to open the door.
  4. 4Guardian A exits and shoots their three glyphs on the obelisk when their name is called on the left side of the screen. Shoot all three in quick succession.
  5. 5While Guardian A is shooting glyphs, Guardian B enters to collect their three glyphs. Guardian A opens the door when B is ready.
  6. 6Guardian B exits and shoots their three glyphs. Guardian A heads back in for the final three.
  7. 7Guardian A exits and shoots the last three. All nine glyphs accepted — damage phase begins.
Floor 3 note The dark room on the third floor is significantly larger with precision jumps required. Aim for three glyphs per trip but grab what you safely can — extra trips are fine, the priority is surviving.
Stunning the Caretaker

The Caretaker walks slowly toward the obelisk. Stun it as frequently as possible to buy the glyph team more time. It also fires orange homing projectiles from its back — shoot these constantly or they deal heavy damage.

  1. 1One Guardian approaches the Caretaker to gain the Caretaker's Gaze status, causing it to focus on them and slam the ground.
  2. 2Its head and back begin glowing yellow. One player immediately shoots the head, another shoots the back simultaneously.
  3. 3The Caretaker is stunned and its advance slows.
  4. 4Once it stands back up, the Gaze holder approaches again and takes cover to repeat. Stun as often as possible.
Damage Phase
  1. 1After all nine glyphs are shot, a circular plate illuminates on the ground. The whole team should get on the plate at the same time — each plate has its own timer and you can only damage the Caretaker while standing on the active plate.
  2. 2When the plate expires the Caretaker moves — all move together to the next illuminated plate immediately and resume damage.
  3. 3There is a damage cap visible as a lighter section on the health bar. As you approach it, hold back Supers and Heavy ammo — anything beyond the cap is wasted.
Floor progression After each damage phase, head up the stairs to the next floor. The glyph and stun process is identical on each floor — only the layout changes. Repeat across all three floors.
Final Stand
One shot to finish it After the third damage phase, head upstairs for the final stand. This is a linear room with a series of plates that illuminate as you push toward the Caretaker. Don't hold anything back — dump everything. Watch for the constant homing projectiles. If the Caretaker survives, it's a full encounter restart.
Post-Encounter — Pyramid Exterior Jumping Puzzle

After killing the Caretaker, there's a jumping puzzle along the outside of the Pyramid before the next encounter. It involves crux-controlled platforms and requires coordination.

  1. 1After some light platforming, enter a room with enemies and a Darkness crux on the right. Shooting it extends platforms from the side of the Pyramid — others proceed while someone shoots it.
  2. 2Continue to the next room. A second crux here stabilises the previous section, extending all earlier ledges so any stragglers can catch up. Someone stays and shoots it.
  3. 3Platform further around the Pyramid until you reach a ledge with gated windows on the left. The far window is open — drop down into the room below to progress.
Secret Chest #2 — Optional detour Before dropping through the open window, platform back across and around the right side of the Pyramid. Look for a platform above you to jump to. Inside: four narrow horizontal ledges, then a small opening on the left — the chest is inside. Afterward, drop through a hole on the right to rejoin the main path.
Encounter 3
03
Encounter
Vow of the Disciple
Exhibition
Race through four rooms against a countdown timer called Terminal Resonance. Juggle up to three relics, identify matching glyph symbols to open doors, and kill Hourglass Knights to keep the clock alive. Chaotic at first — short once your team has it.
6 Players Terminal Resonance Timer Pervading Darkness 3 Relics
Arena Map
Exhibition Arena Map
White star = Taken Blight  ·  Yellow star = Glyphkeeper  ·  Purple star = Taken Knight  ·  Red circle = Darkness Relic  ·  Blue circle = Aegis  ·  Green circle = Taken Relic  ·  Brown rectangle = Door
Core Mechanics
Terminal Resonance
  • A countdown timer visible to the whole team — hits zero and everyone wipes
  • Extended by +40 seconds each time a Disciple's Hourglass Taken Knight is killed
  • Reset entirely by depositing the Darkness relic into an altar in each resting room
Curbed Resonance
  • If a relic holder drops their relic for any reason, they can't pick up another for 30 seconds
  • Dropped relics return to the previous resting room
  • Whoever picks up a relic should commit to the role for that room
The Three Relics
Darkness Relic — Room 1 onward
Allows the holder to break the shields of and kill Disciple's Hourglass Taken Knights, extending the timer by 40 seconds each kill. Deposit it in the resting room altar to reset the Terminal Resonance timer. Only the holder can see symbols dropped by the Resonant Glyphkeeper (Taken Phalanx).
Aegis — Resting Room 1 onward
Cleanses teammates of the Pervading Darkness debuff that builds in Rooms 2 onward. Keep this holder mobile and responsive. Also sees Resonant Glyphkeeper symbols.
Taken Relic (Eye of Riven) — Resting Room 2 onward
Destroys Taken Blights that grant immunity to enemies in Rooms 3 and 4. Press the grenade button to expel a blight. Priority number one — the team can't damage anything while blights are active. Also sees Resonant Glyphkeeper symbols.
Finding the Matching Symbols

Killing a Glyphkeeper reveals three random symbols in its place. There are two types of Glyphkeeper per room — a Resonant Glyphkeeper (Taken Phalanx, symbols visible only to relic holders) and a standard Scorn Glyphkeeper (symbols visible only to non-relic holders). Relic holders must communicate their symbols to the rest of the team.

Room 1 — Find 1 match
  • Two Glyphkeepers total (one each side) → 6 symbols revealed
  • Find the one symbol that appears in both sets
  • Shoot it above the doorway to open the next room
Rooms 2, 3 & 4 — Find 2 matches
  • Two sets of Glyphkeepers per room — each set reveals a symbol
  • Find one matching symbol from the first set and one from the second set
  • Shoot both symbols above the doorway to proceed
Room-by-Room Breakdown
Room 1 — Darkness Relic Only
  1. 1Pick up the Darkness relic in the center to start the encounter and begin Terminal Resonance.
  2. 2Two Glyphkeepers spawn — one left, one right. Kill both. Find the one matching symbol and shoot it above the door.
  3. 3Kill any Disciple's Hourglass Taken Knights to extend the timer.
Resting Room 1 — Pick Up Aegis
  1. 1Deposit the Darkness relic into the altar to reset Terminal Resonance.
  2. 2Two new Fireteam members pick up the Darkness relic and the new Aegis relic.
Room 2 — Darkness Relic + Aegis
  1. 1The room splits left and right before meeting up at the far end. The four non-relic players split two left, two right. Relic holders stay mobile between both sides.
  2. 2Kill Ravenous Taken Hobgoblins first — Glyphkeepers only spawn after the Hobgoblins are dead. Each side has its own set.
  3. 3Two sets of Glyphkeepers — kill both sets. Each set reveals a symbol. Find one match from the first set and one from the second. Shoot both symbols above the door.
  4. 4The Disciple's Hourglass spawns near the back door — Darkness relic holder breaks its shield and kills it to extend the timer.
  5. 5Overload Hobgoblins also spawn — not required kills but worth clearing.
  6. 6The Aegis holder constantly swaps between sides, cleansing Pervading Darkness from players on both halves of the room.
Resting Room 2 — Pick Up Taken Relic
  1. 1Deposit both relics into the two wall slots to reset the timer.
  2. 2Three new Fireteam members pick up the Darkness relic, Aegis, and the new Taken relic.
Room 3 — All Three Relics
  1. 1The room splits into two sides. Non-relic players split three on each side. Relic holders stay mobile.
  2. 2Taken relic holder goes first — there are four Taken Blights across the room. They zigzag: if the first blight is on the left, the next is on the right, and so on. The Taken relic holder must constantly swap sides to keep up with them.
  3. 3The Aegis holder stays on the opposite side of the room from the Taken relic at all times, cleansing players — then swaps sides when the Taken relic swaps. When swapping, both relic holders should meet briefly in the middle so the Taken relic can cleanse the Aegis player before they cross. This keeps at least one support relic on each side at all times.
  4. 4Kill Hobgoblins → Glyphkeepers on both sides. Two sets of Glyphkeepers — find one matching symbol from each set and shoot both above the door.
  5. 5Disciple's Hourglass spawns in the center on one of the platforms — Darkness relic holder kills it.
Resting Room 3 — Final Handoff
  1. 1Drop all three relics into the receptacles. Three new Fireteam members pick them up.
  2. 2Watch for Screebs that spawn when the door opens — they will rush the team and can cause a last-minute wipe.
Room 4 — Final Room
  1. 1Disjointed platforms — navigate by jumping between them.
  2. 2Taken Blights zigzag across the room just like Room 3 — Taken relic holder swaps sides to match.
  3. 3The Aegis holder should anchor on the bottom-right floating platform in the center of the arena. Players move to the Aegis holder to get cleansed rather than the Aegis running around the whole room.
  4. 4Kill Hobgoblins → Glyphkeepers. Two sets — find one matching symbol from each set and shoot both above the door.
  5. 5Disciple's Hourglass is on the back-right platform — kill it if you need extra time.
  6. 6Deposit all three relics into the receptacles to stop the clock and complete the encounter.
Encounter 4
04
Final Boss
Vow of the Disciple
Rhulk, Disciple of the Witness
Two-phase encounter. Phase 1: split and pass Leeching Force to generate Emanating Force, identify matching symbols, and dunk six times to break Rhulk's barrier. Phase 2: shoot his glaive to get Leeching Force, read the symbol, convert to Emanating Force, dunk the correct corner terminal, hit the crit spot, repeat four times — then burn him down.
6 Players Final Boss Pervading Darkness Leeching / Emanating Force Collective Obligation Drops Here
Arena Map
Rhulk Arena Map
Blue star = Glyph location  ·  Purple star = Glyphkeeper  ·  Yellow circle = Dunk Terminal  ·  Orange diamond = Crux
Core Buffs — Leeching & Emanating Force
Leeching Force
  • Gained by shooting a Darkness crystal above Rhulk (Phase 1) or shooting his glaive (Phase 2)
  • Lasts 45 seconds — allows the holder to survive Rhulk's laser
  • Can be split by standing on the center plate, causing two new crystals to spawn for teammates to shoot
  • Never let the last Leeching Force convert to Emanating Force — you have a limited number of crystals before an auto-wipe
Emanating Force
  • Gained when a player with Leeching Force is hit by Rhulk's laser
  • Required for dunking into terminals to progress the encounter
  • Always ensure at least one player still has Leeching Force before converting to Emanating Force
Phase 1 — Breaking the Barrier

Rhulk floats behind a large orange barrier. Dunk Emanating Force into matching totems six times to break it completely. This requires tight coordination between four dedicated players across two teams.

Pervading Darkness on entry Approaching Rhulk's barrier triggers a knockback and rapid Pervading Darkness stacking. Shoot the Darkness crystal above him immediately to stop it.
Team Roles
Readers / Add Clear (×2)
Kill Glyphkeepers and incoming enemies. Read the symbols on the right pillar (visible to those without Leeching or Emanating Force) and call them out. Direct the Dunkers to the correct terminals.
Team 1 — Passer & Dunker
The Passer manages the Leeching Force chain by standing on the plate. The Dunker converts Leeching to Emanating Force via Rhulk's laser and deposits at a terminal.
Team 2 — Passer & Dunker
Mirrors Team 1. Alternates with Team 1 to keep Leeching Force alive across the whole phase without ever letting the chain run dry.
Symbol Reading & Terminal Callouts
  1. 1After killing both Glyphkeepers, the left pillar shows three symbols visible only to Leeching/Emanating Force holders. The right pillar shows three symbols visible only to those without either buff (the Readers).
  2. 2Both sides call out their symbols. Find the one symbol in common across both sets.
  3. 3Readers locate the matching symbol on the small totems at the back of the arena — three on the left, three on the right. It appears on exactly two totems. Direct each Dunker to one.
Full Rotation (repeats 3×)
  1. 1Team 1 Passer shoots the starting crux above Rhulk to gain Leeching Force. Pervading Darkness stops.
  2. 2Team 1 Passer stands on the center plate, spawning two mini cruxes above Rhulk.
  3. 3Team 2 Passer and Team 2 Dunker each shoot a crux to gain Leeching Force — taking it from Team 1 Passer.
  4. 4Team 2 Passer immediately stands on the plate, spawning two more cruxes. Team 1 Passer and Team 1 Dunker shoot them to regain Leeching Force.
  5. 5While passing is happening, players not actively on the plate — along with the two Readers — kill the Glyphkeepers and identify which two terminals to dunk at.
  6. 6Both Dunkers (Team 1 and Team 2) step into Rhulk's laser to convert Leeching Force to Emanating Force, then deposit simultaneously at the two correct terminals. This counts as two dunks.
  7. 7Immediately after depositing, Team 2 Passer and Dunker take Leeching Force from Team 1 Passer via the plate. That's four dunks total.
  8. 8This time Team 2 Passer does not pass the buff on. Instead, both Team 2 Passer and Team 2 Dunker step into Rhulk's laser to convert to Emanating Force and dunk simultaneously for the fifth and sixth dunks.
  9. 9The barrier breaks and Rhulk leads the team up the staircase to the upper arena.
Never let the chain run dry If the last Leeching Force holder converts to Emanating Force without someone else having Leeching Force, you lose the ability to regenerate it. The number of cruxes available is limited — run out and the team auto-wipes.
Phase 2 Arena — Corner Callouts

The upper arena has four pillars, one in each corner. Memorise these — you'll need them for dunk callouts.

Left side (from top of stairs)
  • Top-left: Pyramid
  • Bottom-left: Traveler
Right side (from top of stairs)
  • Top-right: Darkness
  • Bottom-right: Light
Rhulk's attacks — avoid these Lunge: telegraphed by an orange line on the floor — get clear. Plus-laser: fires in a + pattern — stand between two beams. Getting clipped gives Pervading Darkness stacks. Proximity kick: don't stand too close or you'll be launched, potentially out of the arena.
Phase 2 — Glaive Loop (×4)

Repeat this sequence four times to trigger the damage phase.

  1. 1Rhulk plants his glaive in the ground after a dash. One player shoots and breaks the glaive to gain Leeching Force.
  2. 2In the glaive's place a symbol appears — visible to everyone except the Leeching Force holder. The team calls it out: Traveler, Pyramid, Light, or Darkness.
  3. 3The Leeching Force holder gets hit by Rhulk's next laser to convert to Emanating Force.
  4. 4The Emanating Force holder dunks into the terminal at the corresponding corner.
  5. 5A glowing yellow crit spot appears — there is one on each shoulder and one on each thigh. Fully destroy each crit spot rather than just damaging it. Don't accidentally shoot the glaive in the process or the loop restarts.
Damage Phase & Enrage
  1. 1After four successful crit shots, Rhulk enrages and becomes highly aggressive — this is the actual damage window. Dump everything.
  2. 2Rhulk moves constantly — Divinity works very well here to create a reliable crit spot.
  3. 3When the damage phase ends, Rhulk drops to the ground and begins powering up. Get out of the arena immediately and run down the stairs — his barrier will launch anyone still inside to their death.
Three chances only You have three attempts to reach the damage phase. On the third failure the encounter enrages and wipes the team. Damage is gated at a tick mark on his health bar — hitting it triggers Final Stand.
Final Stand
Kill him before x10 Pervading Darkness The moment Final Stand begins, every player starts rapidly accumulating Pervading Darkness stacks. Kill Rhulk before anyone hits x10 or the team wipes. Hold nothing back.
Completion

Rhulk explodes — collect your loot. Interact with the large glaive in the center to spend Raid Spoils on additional unlocked Raid items.

Red Border Chest
Secret
Vow of the Disciple — Craftable Weapons
Red Border Chest
After entering the Pyramid proper, a totem displays three symbols. Shoot the matching switches scattered across the raid in the correct order — no wrong presses — to spawn a red border chest after defeating Rhulk.
Craftable Weapons One Attempt Per Run No Wrong Switches
How It Works
  1. 1After the Disciple's Bog ferry reaches the Pyramid, before jumping down into the Pyramid proper, locate the totem inside. It displays three random symbols — memorise or screenshot all three.
  2. 2Throughout the raid there are nine switches on the walls, each corresponding to one of the nine symbols shown in the reference below. Shooting a switch "activates" it, displaying that symbol.
  3. 3Shoot only the three switches that match your totem symbols. Shoot any incorrect switch and the attempt is failed for this run.
  4. 4If the third correct switch is shot with no wrong presses, the message "Your tribute has been accepted." appears. The red border chest spawns after Rhulk is defeated.
One chance per run A single wrong switch press fails the entire attempt. You cannot undo it. Double-check your totem symbols before shooting anything.
Switch Locations

All nine symbol switches in encounter order. Match these locations to whichever three symbols your totem showed.

Red Border Chest Switch Locations
All nine switch locations in the order they appear through the raid
Pyramid
Right after dropping down from the pillar, after the Escort encounter.
Give
Right before entering the Obelisks room (Acquisition).
Darkness
Inside the Obelisks encounter room (Acquisition).
Traveler
Right before entering the Caretaker room.
Worship
In the room where the Caretaker is defeated.
Light
At the start of the jumping puzzle (post-Caretaker).
Stop
After dropping down from the secret chest during the jumping puzzle.
Guardian
Right after the Relics encounter (Exhibition), to the left.
Kill
While ascending the stairs on the way to the Boss room (Rhulk).