A guide to Destin'y raid, "The Vault of Glass"
I’ve
played a lot of Destiny. My Titan is level 29 with exotic chest armor, multiple
exotic weapons and legendary everything else. I’ve played every story mission,
strike, daily and weekly mission what feels like hundreds of times over at this
point. I’ve even delved into the Crucible and Iron Banner playlists a few times
– enough to get my Crucible rank up to three (as well as my Vanguard rank being
at 4). Like I said – I’ve played Destiny a lot.
But
the only thing I hadn’t done in Destiny was experience the Raid – the Vault of
Glass.
That
was until this past weekend when my usual strike team finally found a few more
teammates on DestinyLFG.com and managed to tackle the monstrous task of
completing the Vault of Glass.
Luckily,
two of the people we teamed up with had run the raid before and weren’t against
playing with first-timers. While my usual strike team didn’t really know what
to expect from the raid, I had watched a YouTube video of people playing it and
had an idea of what to expect – but I still wasn’t completely ready for what
was to come.
Opening
the Vault
The
first section was simple – defend three zones and don’t allow a certain Vex
enemy into it while a door opens. Since everyone in the party was level 28 or
above, this was a piece of cake.
Also,
it should be noted that the Vault of Glass is entirely populated by Vex
enemies, meaning you’ll want to have weapons that do Void damage to deal with
the larger Vex’s shields.
After
entering the Vault and making our way inside, I realized just how much loot
there is to be had. You’re rewarded with items after each section (sometimes
weapons or raid armor, but mostly ascendant materials) but there are also
chests to be had, if you can find them. Some are on your way to the next
objective, but some are hidden.
I
should also point out another factor that makes the raids in Destiny so much
more different from any other aspect of the game. Unlike the missions and
strikes, you get practically no direction in the Vault of Glass. You’re usually
given an objective to accomplish or a direction to travel but in the raid,
you’re on your own. The first section of the Vault wouldn’t have been too hard
to figure out but without the help of experienced players or the internet, I
don’t think we ever would’ve figured out how to proceed through the rest of the
raid.
The
Templar
With
the first section complete, we ventured deeper into the Vault. Eventually, you
come to an area where you fight the Templar, which looks like the boss at the
end of the Nexus strike. When you first enter this area, the Templar can’t be
harmed. Instead, you must defend several confluxes from Vex trying to sacrifice
themselves. If too many sacrifice, you have to start over. During this time the
Templar will send Fanatics at you, Vex enemies that, when killed, leave behind
a pool of green slime and if you touch it, you received the Mark of Negation.
Every so often the Templar will perform the Ritual of Negation, killing any
marked players and the only way to remove it is by entering a glowing area in
the center of the map.
After
defending the confluxes, we then had to face the Oracles. These aren’t enemies
in the traditional sense, since they stay in one spot and are just a glowing
ball of light. But you’ll need to kill them as quick as possible because if you
don’t, the entire team receives the Mark of Negation. Seven different Oracles
will appear on the map with increasingly difficult waves of enemies, such as
Fanatics and Hobgoblins on floating platforms outside of the map. Also, the
Templar is shooting at you all during these waves.
Once
the Oracles are dealt with you can finally fight the Templar itself. While the
battles up to this point needed every player to be doing his part in killing
enemies efficiently, the fight with the Templar requires everyone be on the
same page since killing the Templar requires precise timing and teamwork.
At
this point in the fight, a relic spawns (which looks like a shield) and
wielding it allows the player a third person view of the action. The relic
replaces your weapons with powerful melee attacks but also allows you to
cleanse teammates of the Mark of Negation. But its most important function is
taking down the Templar’s shields. The relic holder’s super meter will charge (and
charges more quickly by killing enemies) and once charged, can fire a
projectile that takes down the Templar’s shields. When the projectile lands,
some players will be surrounded by a bubble shield that must be destroyed
before they can fire on the Templar. Make sure you use small arms to take out
the bubble shield – if you try to fire a rocket when the Templar’s shield goes
down and you get locked in a bubble shield, you’ll just kill yourself.
The
Templar’s shields will only stay down for a limited time and he’ll eventually
teleport. But you can block this teleport by standing in a specified zone,
leaving him open to attacks for a longer period of time. Though if you do this,
the Templar will spawn Minotaur enemies.
Once
we finally beat the Templar I got another awesome item – the Suros Regime, an
exotic assault rifle. I’d been using a legendary AR up to that point but always
wanted the Suros. Though, it’s hard to decide between using that and my
Icebreaker sniper rifle, since Destiny only allows you to use one exotic at a
time.
The
next two sections of the Vault aren’t based on combat but still took us a hell
of a long time to complete.
The
Gorgon Maze and The Pit
The
first is the Gorgon Maze. All you have to do in this area is find the exit.
Sounds pretty simple right? Except for the fact that there are several Gorgon
enemies roaming the map and if even one member of your squad is seen by them,
your entire team dies and sent back to the beginning of the maze. Like killing
the Templar, the Gorgon Maze requires a huge amount of teamwork to navigate
correctly.
There
are a couple chests to be found in the maze but we only found one – which can
be found if you hug the right hand side of the map when you first enter the
maze.
In
the maze, Gorgons will kill you on sight are also attracted by firing your
weapon and double jumping. It’s easy to avoid them if you know their patterns
and jumping isn’t necessary. I’d suggest looking up a video or checking out this link to the map above. The first time we tried the raid, we were stuck here for a long time –
not just because one of us (me) broke down and looked up a video to find the
exit but because our team wasn’t staying together and kept being seen by the
Gorgons.
After
the maze is a short platforming section. Several platforms appear over a vast
chasm which requires carefully timed jumps and uses of your double jump to
clear. Make sure you also keep in mind that there is fall damage because even
if it seems like you’ve cleared it, it’s easy to fly to high and crash and
burn.
Once
you’ve successfully navigated the chasm, you’re in the home stretch but a long
battle still awaits – especially if you’re unfamiliar with the final boss,
Atheon.
The
Vault of Glass
Once
you get to the actual Vault of Glass itself, you’ll want to make sure everyone
is grouped in the doorway with a sniper rifle equipped. Directly across from
you is a Nexus-like enemy called the Gatekeeper. If you’re all firing in sync,
the Gatekeeper will go down quickly but if you don’t kill him fast enough, he’ll
move out of sight and you’ll need to find him and take him out before the next
section begins.
Inside
the Vault there is a floating platform in front of where you enter and on
either side, there are two portals powered up by a sync plate on the floor in
front of them and in the middle of each sync plate is a small pillar. Across
from the entrance door is a larger area where a conflux will spawn (eventually)
in front of a massive staircase where the final boss, Atheon, spawns. Keep this
layout in mind as I explain the rest of the fight.
The
next section is actually a little more difficult than the final fight with
Atheon, in my opinion. Each portal takes you to a version of the room that’s
either in the past or in the future. The past version looks like Mars (dusty
and brown) while the future version looks like Venus (green and full of plant
life). After killing the gate keeper, you’ll need to activate the portals and
enter them (one at a time) and retrieve a relic.
It
doesn’t matter which portal you enter first but three should go in to retrieve
the relic while three stay outside to defend the sync plate. Once one team goes
in, Vex will begin to spawn (with Hallowed Praetorians) to try and close the
portal. If the Praetorian gets to the plate, the portal closes and must be
reactivated before the team inside can exit.
The
team inside has their own set of problems. One person must pick up the relic while
the others fight through Vex to reach the exit. While inside the portal, you’re
constantly hit with the Mark of Negation and your vision will continually be
obscured into darkness until cleansed. Both teams really have to work together
to both keep the portal open and exit the portal quickly.
Once
the portal team is back, the conflux will spawn and must be protected. But it
must be protected while the same process as above is completed for the second
portal. Since there are two areas to protect and only three players outside the
portal to protect them, this portion is where things generally start to break
down. It’s a good idea to have the player with the relic protect the conflux,
one player stay at the sync plate while the third player floats in between,
giving support where needed.
If
you manage to bring the second relic through, they both disappear back into the
portals and Atheon is summoned. Depending on how good your teamwork is, this
fight can be completed in a matter of minutes or it can take much, much longer.
Once
Atheon is on the field, you can shoot at him all you want but you won’t do much
damage to him at all. And keep in mind he is a Vex, so his weak spot is in the
center of his body.
After
a minute or so, Atheon will teleport three players at random to either the Mars
or Venus location. The teleported players will need to let the other three know
where they went so the ones outside can activate that portal. (Before a patch,
Atheon would teleport the three players furthest away from him, allowing your
team to dictate a home and away team, so to speak. But, of course, Bungie
changed it up to keep things fresh/be jerks and now Atheon teleports people at
random.)
The
players outside will need activate the specific portal while also dealing with
explosive Harpy enemies (whose name escapes me at the moment). This is where
the small pillar in the center of the sync plate comes into play, allowing you
to stay out of the blast radius of the Harpies while also keeping the plate
active.
The
team inside has a similar task as before only now there are several Oracles
which must be dealt with before exiting the portal. The player with the relic
should concentrate on killing the Vex ground units while the other two focus on
the Oracles. This allows the relic bearer to charge the relic and cleanse the
team to exit the portal.
Once
the final Oracle is killed, you have a 30 second window to do damage to Atheon.
Once the relic is out of the portal, everyone should head to that center,
floating platform in front of where Atheon spawns. The relic bearer pops open
his shield which, unlike a Titan shield, allows you to fire through it so you
can damage Atheon but he can’t hit you. To end the fight quicker, make sure
that you have at least one Titan in your party who has Weapons of Light
equipped in the Defender subclass to power up your weapons and open this shield
behind the relic bearer’s. During that 30 second window, you’ll want to dump
all the Heavy ammo and sniper rounds into Atheon that you can.
Once
the 30 seconds is up, the relic disappears. This process continues until Atheon
(or your party) is dead. So as you can see, if your party is equipped properly
and working together, you might be able to kill Atheon in 3 maybe even 2
teleports. But the longer the fight goes, the more chance there is to screw up
inside the portal or to have sync plate defenders die and those inside trapped
in time forever.
The
Vault of Glass raid is unlike any other challenge that Destiny presents. It
requires great timing, skill, communication and teamwork from everyone in your
fireteam and it’s easy to sink several hours into the raid and still not
complete it. Luckily, after each portion of the raid is completed you’re
rewarded with ascendant materials, raid gear or raid weaponry. In my first raid
I got a piece of raid gear for my Titan as well as the Suros Regime assault
rifle and in another run, I got a legendary scout rifle that has a perk which
allows me to do extra damage to Oracles.
The
raid is basically what everything in Destiny builds towards and all players
should try to experience it at least once. If time is an issue, know that at
the end of each segment you hit a checkpoint which allows you to exit the game
and resume it at that point another time (though, only if the same person is
the fireteam leader as was when you hit the checkpoint). The website www.DestinyLFG.com (which stands for
Looking For Games) is a great place to find other players looking to complete
the raid, since Bungie did a less than stellar job of giving players the tools
to do this in the game itself.
The
Vault of Glass is no joke and one of the hardest trials I’ve ever faced in a video
game but completing it gave me a sense of accomplishment like no other game has
ever provided.
Labels: Atheon, Bungie, Destiny, Destiny raid, Gorgon maze map, raid gear, Vault of Glass
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