Grimoire:Activities
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The following is a list of Activity entries for the Grimoire:
Story: Earth, Old Russia
Story Activity Introduction
You are a Guardian. You choose your own path.
Before you lie the worlds of our broken past, overrun by nature, claimed by Darkness and alien intent. There are secrets to uncover, alliances to forge, and implacable foes to vanquish.
What will your legend say?
A Guardian Rises
And so you rise again. Who you were before or how you ended up at the wall of an Old Russian spaceport is a story for another time. You have been chosen by the Traveler as one of our Guardians, gifted with the power to wield its Light in the coming battles of a timeless war. Trust this Ghost. It will guide you on your path.
Restoration
- "Taking down an Archon is no easy task. With the master of the Fallen servitors gone, the House of Devils will scramble to protect their Prime Servitor. And securing an NLS Drive will let you join the fight beyond Earth. Mind the Speaker's wise words. I believe he speaks for the Traveler."
- — Commander Zavala
The Dark Within
- "We always feared the Hive would rise again, harbingers of the Darkness to come. Their presence on Earth demands that we strike their strongholds on the Moon, the last place we faced them. A lot of Guardians never come back, especially the new. Are you new? Oh. Well! I'm sure you'll make it."
- — Cayde-6
The Warmind
- "They say the Warminds were a legend, even in their own time. Now we know Rasputin lives. Your discovery is priceless, Guardian. Nothing in the Cosmodrome is more important."
- — Ikora Rey
The Last Array
- "The Terrestrial Array was Dead Orbit's hope to reconnect to the lost colonies of our inner system. You succeeded where they failed. Though Rasputin seized control of the Array, that only strengthens our resolve to break the old Warmind's firewalls and enlist its help in the wars to come. We must reach Rasputin, and make our case."
- — Commander Zavala
Story: Moon, Ocean of Storms
The Dark Beyond
- "Your foray into the Hive fortress marks the beginning of our next battle against an ancient foe. After centuries of silence, they have turned their will against Earth. We must be ready for this war."
- — The Speaker
The World's Grave
- "At long last we have a chance to learn the Hive's ultimate goals. The Cryptarchs are in a frenzy, working day and night to decipher what you stole from the World's Grave."
- — Ikora Rey
The Sword of Crota
- "The Swarm Princes are dead, and the Sword of Crota is gone. Though many still believe Crota's return is inevitable, that thousands of weapons will be forged in His name, I have faith that we are now one step closer to ending the Hive's reign over the Moon."
- — Master Rahool
Chamber of Night
- "Your discovery is perhaps the greatest of our time. If the Hive were able to infect the Traveler through this long-lost shard of its battered shell, Ulan-Tan's theory may be true - all Light remains connected, across space and time. We cannot let our enemies use this power against us."
- — Ikora Rey
Shrine of Oryx
- "Though Osiris has vanished, his prophecies and parables offer undeniable insight. Even in his time among the Vanguard he spoke with fear of the King named Oryx. His Eyes still hunt for the Shrines. If Osiris lives, he will know that you struck a blow against one."
- — Master Rahool
Story: Venus, Ishtar Sink
A Stranger's Call
- "The Ishtar Collective studied the Vex with all the instruments and power of the Golden Age. And we must understand the Vex if we are to survive. There are tales of the Black Garden and the Darkness that lives at its heart. If this is where the Vex are born, then finding it is of the utmost importance."
- — The Speaker
Ishtar Collective
- "The Vex have us all worried. Terrible things are stirring beneath Venus, but what you've discovered gives us hope that we can stop them. Just be careful when you make deals with the Awoken, would you? The Queen always collects."
- — Cayde-6
The Archive
- "The Cryptarchs are overjoyed, Guardian. An entire hidden Archive full of Vex research. Even chronicles of the legendary Vault of Glass. Perhaps this will finally help us crack its riddles."
- — Master Rahool
Scourge of Winter
- "I will admit to a very personal satisfaction at the death of Draksis. He hurt my City and he hurt my friends. Few Guardians have ever assaulted a Kell in the throne room of his own Ketch. The entire Tower is abuzz at the chance to explore this downed Wintership, but more important, we've removed another Fallen nightmare from our worlds. We thank you, Guardian."
- — Commander Zavala
Eye of a Gate Lord
- "While defeat of any champion of the Dark is cause for celebration, be leery of the promises of the Queen. The Awoken play both sides of this battle, and a debt to her is potentially ruinous. But if it gets you into the Black Garden, you have the City's full support."
- — The Speaker
Story: Mars, Meridian Bay
Exclusion Zone
- "Breaking the Exclusion Zone brings us one step closer to the Garden - and it gives us access to Freehold, a triumph of Golden Age civilization. But I must warn you again of the Awoken's tactics. They see us all as playthings in some cosmic joke."
- — The Speaker
The Buried City
- "I wish I could walk the halls of Clovis Bray. Losing their machines to Rasputin is unfortunate, but we still have access to so much we thought we'd lost. This is the dawn of a new era for us."
- — Master Rahool
The Garden's Spire
- "No one's ever penetrated the Blind Legion perimeter and made it into that Warbase. Until now. I'm going to tell everyone you took out an admiral and seized the Spire, and they won't believe me, and then I will win so very many bets. Speaking of, I have a thousand Glimmer down on your death in the Black Garden. Nothing personal!"
- — Cayde-6
A Rising Tide
- "Of all the tactics we have to use against the Vex, shutting down their gates may be the most effective. You may have saved Freehold from being overrun. I sense a pattern here - a connection between this Vex outbreak, the Black Garden, and the Vault of Glass...I need to know more."
- — Cayde-6
The Black Garden
- "At last, the Heart of the Garden has been destroyed, its stranglehold on the Traveler released. Our Light brightens. But the power of the Vex is not broken. Look into the Vault, Guardian, for it is said to hold powers the Progeny were meant to bring forth."
- — The Speaker
The Dark Below
Quests Introduction
"Deny no ally their quests, and together we will explore those paths untraveled." - The Speaker
The forces of the City have spent years sifting through the plights of its Guardians, seeking humanity's greatest feats and the true desires of our enemies, but there is still so much unexplored and unknown.
The incessant curiosity of the Tower patrons continues to offer new paths and insights to aid in our survival. Unfortunately, few have the means to survive the harshness of the frontier, but you and your fellow Guardians offer hope for their causes.
Listen to their pleas, seek out what they value, help expel their fears, and we can further unravel our greatest mysteries and look to seize the promise we hope they contain.
Rise of Crota
“The shattered one once referred to Crota as the god holding domain in a threshold between our world and theirs. He said he deciphered the means by which the Hive call to him. From all that I've seen, I now know he was right.
“I watched as Crota's soul rose from the abyss, his sword cracking the Moon's surface with every stroke, and countless Guardians, losing their light to his wrath.
“We tried once to hunt him, gave up all we were to challenge the ones that bow in his name, hoping to deny him his power. One by one, we failed. But I've kept watch, seeking vengeance for all I've lost.
“What we faced on the Moon now looks to take the Earth. And none will survive if they succeed. First Crota's sworn Blades will rise. Then every disciple who haunts these worlds in Crota's name will seek to overrun the Earth. If they raise Crota here, we could lose everything. Go to the Cosmodrome and meet this invasion head on. Find the Fist leading the charge and break him, then the others, or Crota will claim the Earth for his king, and all Light beware.” - Eris Morn
Siege of the Warmind
“The Hive know the power of Rasputin, they've fought him on many fronts. But this attack seemed targeted. There was some kind of purpose in this, one that I can't seem to follow. You stopped them from tearing apart this arm of the Warmind, but perhaps Omnigul found what she sought. It’s not like her to run from a feast of Light.
“I'll continue to monitor the Warmind's efforts, but be careful of its motives. Not every ally shares our goals. Rasputin might have survived the Collapse, but at what cost to the rest of us?" -Eris Morn
The Wakening
“Thanks to you the Wakers of Crota failed to summon their master here; my efforts to warn you were not in vain.
“But beyond the threshold at the pit of the Hellmouth, Crota still lives. And his disciples will continue to haunt the Earth, seeking the power to raise him again, and again, until Earth is carved in his name. But—there is a way, spoken by the shattered one, to enter the dark where he sleeps.
“Perhaps you can succeed where we could not. Gather a force worthy of the Light and enter that abyss, only there can we truly see to Crota's end.” - Eris Morn
Disciples of Crota
“They are all here, on Earth, I can feel them. His Eyes, who watch our worlds for him; the Hand whose grasp on Earth must be unbound; the Heart who ceases at nothing to bring Crota back. And Omnigul, his vile Will, the keeper of the worms, the mother of his spawn.
“Find them, defeat them all—as long as even one of these monsters walks the Earth, the threat of Crota will never fade.” - Eris Morn
Urns of Sacrifice
“The Hive pantheon only begins with Crota, the shattered one said he is but a child among their gods. Even now, I can hear the Hive calling to them, and to Crota's maker, Oryx.
“I can lead you to their most unholy rites, and there we can taint their faith and sully their offerings. But be warned, what we dabble in now could bring us to a very fortunate but challenging future.” - Eris Morn
House of Wolves
Arenas Introduction
Arenas present Guardian Fireteams with a series of aggressive and increasingly challenging combat scenarios. Skill, teamwork and every weapon in a Fireteam's arsenal are needed to triumph.
Those brave Guardians who withstand the onslaught and emerge victorious will be rewarded with glory and treasure beyond compare.
Prison of Elders
Variks the Loyal remembers an ancient time, and an ancient name: the House of Judgment, when grudges and status fights were worked out in a safe place. When the berserk and the vengeance-crazed were kept somewhere harmless, and there were fewer rivals to plot around.
The old Fallen ways align perfectly with the Queen's agenda. With the House of Wolves in disarray, the Queen needs muscle in the Reef. Guardians go where the treasure and the glory is, and an arena of champions is a wonderful place to earn both. Guardians in the Reef deter threats to the Queen and give the Awoken a chance to learn about their power and subvert their loyalty to the Traveler. And if, as the Queen worries, the Nine are scheming against her, then she needs a good excuse to clear out some of the most dangerous prizes in the Prison of Elders.
And the Prison of Elders is full of dangerous prizes. The Awoken have captured titanically dangerous specimens from everywhere in the inner solar system. These monstrous champions want to smash Guardian bone and Guardian alloy—and given the chance, they'll kill Guardians, rend their Ghosts, and snuff them out forever. Walk into the arena with a Fireteam you trust. And beware: the agents of the Nine are active in the Reef, and their curiosity is as limitless as it is inscrutable.
Risk death. Win glory and signs of Her Majesty's favor. But always remember that you are being watched, and tested.
The Hunt for Skolas
Variks: My Queen, my Kell. It is Skolas they say.
Petra: That's impossible. My Lady, you assured us all that Skolas would never be seen again.
Queen: Has it been confirmed?
Variks: What does it matter? They always fear him—dead or alive. If not this Skolas then another Kell. It is why the Queenbreakers rise, and the Prison breached. No one will call you Kell when a true heir makes a claim.
Queen: Petra, report to my brother for any intel from the Crows. Variks, see to your channels. Find the one who calls himself Skolas.
Variks: Yes, of course, my Queen, my Kell.
Petra: Your Grace, I will not relent until it is done.
Queen: I know. That's why I've called you back.
A Kell Rising
Queen: So it is no lie, it is Skolas?
Petra Venj: Yes, my lady. A Guardian got eyes on him in the Ishtar Sink, I used Ghost telemetry to confirm. Same pelt. Same awful voice. We drove him from Winter’s Lair. How did he—
Queen: And you would have me consider this a success? What of Winter itself? Your report is unclear...
Petra: You are correct, my lady. I would not call our mission a success. Skolas managed to win over—well, a substantial number of Winter soldiers have taken up the Wolf banner. He calls himself Kell of Kells now.
[silence]
Petra: We found him once, we can do it again. I have a plan in place. As soon as the Guardian returns—
Queen: Then go. Continue the hunt. Petra, you must not fail.
Petra: I will not, my lady.
Gone to Ground
Petra paces back and forth before the console. At the controls, Variks efficiently moves through a decryption sequence. Four arms interweave as his claws dance across the interface. She shakes her head. His cybernetic arms whine—almost imperceptibly, tiny high pitched noises as the servos manipulate the limbs.
Petra: Well?
Variks: No sign of Skolas, but the Silent Fang. He has unleashed the Fang. They hunt the Devils. On Earth.
Petra: The Fang on Earth. Devils. And Kings? Nice work, Variks.
Variks: Pleasure is all mine.
The Silent Fang
Queen: Ha! I had not thought it would be so easy, my brother. The Silent Fang brought low.
Uldren: I do not see why this is funny. This Guardian may have dealt with them on Earth, but my Crows say we still have much to fear. More of the Fang survive, nearly every one of them made it out alive.
Queen: I find no humor in any of this, brother.
The Queen rises and descends to the bottom of the stair, turning in place to take in the chamber.
Queen: So empty, now. No Wolves to sit at my feet. My guards—
[silence]
Queen: Talk to Petra. Set more bounties, hunt down any of the Fang your Crows can track. They may have escaped the Prison of Elders, but they will not escape my Wrath.
The Ruling House
Variks stares up through the shielding surrounding the Vestian Outpost. The thin filament of energy almost imperceptible, keeping in the heat and atmosphere within the confines of the hollowed out ketch hull. His mandibles idly opened and closed as he contemplated the view.
Variks (to himself): Goes after Winter. Devils, Kings. Seeks power. Kings deny him. Kell of Kings hides well. Perhaps he will take back the Great Machine. Perhaps I chose the wrong side. It is not too late—
Petra (over comm): Variks, Crows are reporting Skolas is back in the Ishtar Sink. They're all over the Vex networks.
Variks: Yes. Right away.
The Kell of Kells
Petra: So— any other Fallen houses hiding he'll try to convert?
Variks: He may seek to gather the Exiles, but they will not follow. They follow none, no Kell, no Archon.
Petra: What about this House of Rain, the Prophecy you keep quoting?
Variks: House Rain lost in Whirlwind. No survivors, but I keep their prophecies. You think many claim to be Kell of Kells, but none have. House Judgment closest thing to peace the Fallen ever know.
Petra: Heh. Maybe you are the Kell of Kells.
Variks (distracted by screen): Looks like Skolas returns to Venus.
Petra: I'll find the Guardian.
Wolves' Gambit
Uldren: Nearly the whole fleet, your Grace. Back in the Ishtar Sink.
Queen: He fails at his little prophecy, so he'll look to rule from Simiks-fel, now that Draksis is gone—
Uldren: I thought the same thing, but my Crows say he's not there. We've found more of his Guard leading parties into the Vault of Glass.
Queen: Interesting.
[silence]
Queen: Tell Petra I have changed my mind. Skolas is to be brought in alive.
Queen's Gambit
A bellow erupts from the barred grate at her feet. Bony fingers claw at the bars, their sharp points just inches from her toes.
Prince Uldren chuckles. At the edge of the room the Techeuns circle, their implants glowing faintly blue in the shadows.
"He's been... amusing... since Petra bring him," Variks injects, practically purring with glee. "He say 'Kell of Kells,' over and over. And other such nonsense."
Skolas bellows again. Variks strikes Skolas' grasping fingers with his staff.
The Queen's expression remains mild. She looks down her nose at the glowing eyes burning in the shadows beneath the grate.
Skolas falls abruptly silent. Then a low, soft growl—almost like a whine—echoes from the cell below. Variks' mechanical hands click as he snaps them together in surprise.
"What's he—" begins Uldren.
Variks interrupts with a burst of guttural clicks directed at the grate.
The Queen does not react. "What did he say?"
"He says..." Variks hisses under his breath. "He makes no sense, my Queen. He speaks of...Light-Snuffer. Dark-binder."
The Queen aims her eyes at Skolas, her expression unchanged. "I see."
"He will not say more—"
"He does not need to." She turns toward the door.
"My Queen—what of this one?" says Uldren. "He awaits your sentence."
"You would not sentence a rabid dog, or a Hive Thrall, or a bomb. The Queen's justice is wasted on one such as it." She paused. "Variks."
"Yes, Your Grace..."
"Skolas is yours. Let the children of Light have their play with him."
"Ahhh...you are might and justice, my Queen, my Kell."
The Techeuns gather at the door as the Queen approaches it. Prince Uldren holds it open with a small bow, and the Queen touches his shoulder as she passes. "Send a Crow to Mercury. And another to our new friend in the Tower."
Strikes
Strikes Introduction
- "There are threats that must be faced with unfettered aggression. Are you ready?"
- — Commander Zavala
Our enemies hide among our lost worlds, plotting to ensure our extinction. But the Vanguard keeps a vigilant watch on places where the creatures of the Darkness grow strongest, and seeks Guardians bold enough to join forces to face them.
Dust Palace
- "The Dust Palace is lost to us again. Back in Cabal hands. Word is they've let Psion Flayers out of their cages, to dig around in the Central AI's Cortex. Which means they really want what's buried in there. If Rasputin was protecting it, it's valuable. We've got to flush those Flayers out."
- — Cayde-6
The Summoning Pits
- "Something dark stirs in the depths of the Hellmouth. We can feel it. A Hive abomination bred for unthinkable evil. We must pierce the veil of their Summoning Pits and destroy this creature...before the Hive unleash it upon us all."
- — Ikora Rey
The Nexus
- "Far below the Ishtar Academy, the Vex have set something in motion, a world-eating machine transforming Venus into another link in their intergalactic chain. This Nexus must be stopped and the Mind that controls it, destroyed."
- — Ikora Rey
Devils' Lair
- "The Fallen will continue to claw at the walls of our City, unless we strike them down. Beneath the ruins of the Cosmodrome, in the shadow of an old colony ship, we've located the House of Devils' Lair - and the High Servitor feeding them their strength. We must destroy this machine god...and send their souls screaming back to hell."
- — Commander Zavala
Cerberus Vae III
- "Whether we wanted it or not, we've stepped into a war with the Cabal on Mars. So let's get to taking out their command, one by one. Valus Ta'aurc. From what I can gather he commands the Siege Dancers from an Imperial Land Tank outside of Rubicon. He's well protected, but with the right team, we can punch through those defenses, take this beast out, and break their grip on Freehold."
- — Commander Zavala
Winter's Run
- "Those Fallen in the Ishtar Sink on Venus...story is they raided the Prison of Elders in the Reef. Got an Archon Priest. The Queen's bounty is high so we know it's powerful. We need to hunt this thing down before they fully restore its soul."
- — Cayde-6
Weekly Strike Challenges Introduction
Our enemies thrive among the Darkness, and where it gathers the Light will face great challenges. Expect to face the enemy's elite under shifting, dangerous conditions.
Will of Crota
“Omnigul is the last of Crota's generals. She is the architect of her master's wakening. She'll spawn countless armies to feed his will. As long as she lives... the threat of Crota's return will always haunt this world. Track her down, and exterminate every Hive that stands in your way.“ - Eris Morn
The Undying Mind
“The Black Garden may not stay among us for long. Something has begun to repair the schism torn by its destruction. Vex now flood the Garden channels to protect it. We must stop the weavers before they seal the Garden and begin to summon back its heart.“ - Ikora Rey
The Shadow Thief
"The Wolves have sent a mercenary to Luna. Taniks, the Scarred. He would steal from the Hive all they know. Would align the Fallen with the shadows. You will stop him... but he will rejoice in your interference. Embraces conflict does Taniks. Revels in the trophies he collects from all he defeats. End his games." - Variks, the Loyal
Raids
Raids Introduction
Some evils you cannot fight alone. Join with other brave Guardians to quest deep into the heart of Darkness and confront threats beyond imagination.
Steel yourself. You will be tested to the very edge of your strength.
Vault of Glass
His name was Kabr. He wasn't my friend but I knew and respected him as a Guardian and a good man.
He fought the Vex alone. This destroyed him. In the time before he vanished he said things that I think should be remembered. These are some of them:
"In the Vault time frays and a needle moves through it. The needle is the will of Atheon. I do not know the name of the shape that comes after the needle.
No one can open the Vault alone. I opened the Vault. There was no one with me but I was not alone.
You will meet the Templar in a place that is a time before or after stars. The stars will move around you and mark you and sing to you. They will decide if you are real.
I drank of them. It tasted like the sea."
That is all I can remember.
Pahanin
Relic: The Aegis
These are the last words of Kabr, the Legionless:
I have destroyed myself to do this. They have taken my Ghost. They are in my blood and brain. But now there is hope.
I have made a wound in the Vault. I have pierced it and let in the Light. Bathe in it, and be cleansed. Look to it, and understand:
From my own Light and from the thinking flesh of the Vex I made a shield. The shield is your deliverance. It will break the unbreakable. It will change your fate.
Bind yourself to the shield. Bind yourself to me. And if you abandon your purpose, let the Vault consume you, as it consumed me.
Now it is done. If I speak again, I am not Kabr.
Crota's End
My name is Eriana-3, disciple of the Praxic Warlocks, marked by the Cormorant Seal. Survivor of the great disaster: the day we set out to retake our moon, united in a host of thousands, and found ourselves outmatched by one Hive champion of unspeakable power.
The monster's name is Crota. He killed my friends face to face, one by one, and he relished it. In the name of all those lost I devote myself to his utter destruction.
This is my confession. If I transgress in your eyes I ask for your forgiveness.
In our world Crota seemed invincible. Together Eris Morn and I worked the problem, but found no hope. So we sought forbidden knowledge—the exiled master of Hive arcana.
We found Toland.
Toland tells us that Crota's presence in our world is a shadow. That its true power resides in a netherworld forged by his will. We must pass through a keyhole between realities, navigate the seething midnight of Crota's world-mind, and overthrow the ascendant champions that gather to his throne.
Toland speaks—he hardly seems mad, at times—of the terrible things that await us. A secret song he hungers to learn, and the issue of that song, an ashen burning star-husk that looms above, the utter antithesis of life. He talks of it with a curious ambition I do not want to understand.
Tomorrow I will ask Agah, Mota and Tarlowe if they will go with us. If we fail, I leave this record for Guardians to come. Remember us.
Ascendant Sword
Eris, Eris, what a name, a name for discord, a name for far cold orbits where no living thing should dare to go. I like this name.
Let me give you a gift, Eris. Let me tell you about the power in the logic of the sword:
A Shredder or a Boomer is a powerful weapon, but it kills acyclically. You see? It sends out harm and it takes nothing back. The bolt passes away into nothing. A sword, though, a sword is like a bridge, a crossing-point. The sword binds wielder to victim. It binds life to death. And when the binding is done—the sword remembers. When the Boomer's fire has burnt away into axion and neutrino scatter, the sword goes on, hungrier and sharper.
Understand that this nightmare logic underpins His nightmare world, and you will see why the ascendant blade has so much power there. Whenever in our passage we find ourselves in need of power—remember that the greatest authority here is a blade made keen by eons of use.
This is the world the Hive craves: a universe creased by the edge of the sharpest sword.
Crucible Playlists
Crucible Introduction
- "You wanna live? You're gonna have to prove it."
- — Lord Shaxx, Crucible Handler and veteran of the Twilight Gap
The Crucible is a series of grueling challenges that pit Guardians against one another in open combat. Crucible combat is live-fire, with Ghosts standing by to save the dead.
Whether alone or with a Fireteam, Guardians enter the Crucible to hone vital survival skills, build their own reputations, and win the patronage of City factions. Most importantly, the Crucible allows Guardians to train against formidable adversaries without fear of disaster.
Control
- "Capture and defend, Guardians!"
- — Lord Shaxx
6v6. Fight for control of strategic battle zones. Hold your ground to gain the momentum.
Seize control of key locations. The more zones you hold, the more points each kill will be worth.
Clash
- "Engage and execute all targets!"
- — Lord Shaxx
6v6. Form an alliance and fight for supremacy across the ruins of our old worlds.
Pure combat. Two teams. Engage and eliminate your enemy utilizing teamwork and skill. In victory or defeat, all Guardians who brave the Crucible will be better prepared for the dangers beyond the City.
Rumble
- "Watch your back, Guardian. No one else will."
- — Lord Shaxx
You against all. Hone your Light by challenging your fellow Guardians in a fight for survival.
Rumble is a free-for-all fight for dominance. You have no friends here. There will be no mercy. Challenge the strong and prey on the weak.
Skirmish
- "Stick together, team!"
- — Lord Shaxx
3v3. A focused engagement between two fireteams. Teamwork is your greatest weapon.
Small scale tactical combat. Revive teammates to get them back in the fight, but be wary: you might just be feeding the enemy kills.
Salvage
- "Secure the relics! But expect heavy resistance."
- — Lord Shaxx
3v3. Secure and defend the Relics to claim the secrets of our past.
Golden Age mysteries litter our old worlds. Scour the battlefield for the relics, lock them down, and keep the other team from contesting your claim.
Combined Arms
- "Honor is earned, not given. So earn it."
- — Lord Shaxx
6v6. Coordinate vehicles and your ground game to control the battlefield and rout your opponents.
This is war. Guardians face off in large-scale combat across harsh terrain with vehicles in play.
Doubles
"Work together... and you might survive." - Lord Shaxx
2v2 with teammate revival. Sometimes the only Light you can rely on is your Ghost and another Guardian.
Partner with a single Guardian for an efficient duel with an opposing pair of adversaries and their Ghosts. Watch each other's back, and shut down the enemy.
Inferno
"Pick your fights. Stay focused. Or this only gets worse." - Lord Shaxx
A modified variant of multiple Crucible match types, Inferno tests your Light against the darkest of conditions. Darkness prevails, leaving Guardians to rely on their weaponry and combat skills alone. The enemy can be found solely by sight and sound. Rely on your teammates and keen tracking to stalk your enemies and shut them down.
No trackers. Simplified scoring. True skill put to the ultimate test.
Crucible Events
“I've seen the best, Guardian. Do you think you can match them? " - Lord Shaxx
The Crucible offers a variety of challenges for Guardians to test their mettle, each with their own unique combat strategies and tactics. The most formidable Guardians are versatile enough to master them all, and prove their worth in new challenges when they arise.
The battlefield is unpredictable and a Guardian’s training needs to follow suit. Never content to let the City’s Guardians get too comfortable, Lord Shaxx offers up a diverse regiment of special field exercises and tournaments featuring varied team structures, objectives and combat challenges that keep Guardians on their toes. The City needs seasoned survivors, and values those Guardians who test their Light to the limit.
Elimination
"Until none stand." - Lord Shaxx
3v3 Round-based competitive combat engagements. The objective: eliminate the enemy team before they eliminate you. Points are awarded by Round.
Work together and revive teammates to keep fighting. Teamwork and communication are as powerful as any weapon.
Iron Banner
"Only the strong are welcome here." - Lord Saladin Forge, hero of the Twilight Gap
The Lords of Iron, ancient warriors from the City's founding, have no time for mollycoddling. The City remembers Felwinter and Jolder, Skorri and Timur, Radegast and Gheleon and the others, for their invincible patrols during Six Fronts and the Wall-building. The Iron Banner asks Guardians to live up to that legend.
Lord Saladin, once Shaxx's mentor, runs the Iron Banner tournaments to strip Crucible weaklings of their illusions and prepare them for a battle with no concept of fair play. The Iron Banner tests a Guardian and the Guardian's gear in a definitive, relentless mock war.
By order of the City Consensus and the Speaker, Saladin and Shaxx cooperate in administration, and the Iron Banner is technically a component of the Crucible. In practice, Saladin keeps his own schedule, his own rewards, and his own territory in the Tower. Now and then someone tries to get Zavala, Shaxx, and Saladin to sit down for dinner and sort out their differences, but they remain as awkward and as stubborn as Saint-14's skull.
Trials of Osiris
"If you think you're ready, then you're ready." - Brother Vance, Disciple of Osiris
The Cult of Osiris wants something. Whatever it is, it might be obtained through violence. The Trials are a competition built to identify Guardians who never lose.
The Warlock Osiris vanished into exile years ago. Unlike solitary Toland, Osiris left a network of acolytes and admirers who carry on his work.
The Cult invites only select Guardians to their tournament, and only in teams of three. The Cult wants effortless teamwork, inexorable momentum, and something else: consistency, perhaps, or luck, or fate. Any fireteam that loses three matches is ejected from the tournament. Fireteams that win again and again earn spectacular rewards.
Crucible Arenas
The Burning Shrine
- "They do not simply invade new worlds, they infect them - remaking them in their image, until only Vex remain."
ARENA DESIGNATION: The Burning Shrine LOCATION: Fields of Glass, Mercury
This clockwork impossibility is but one small conduit in a vast network, extending throughout the dead planet's core.
The unknown energies and complex mechanics of the Shrine have been studied and mapped by the curious, yet its purpose remains a mystery. The only truth that can be agreed upon is that the structure is intimately tied to the past, and future, of one of our greatest enemies - the Vex.
The Shrine has been claimed as a battleground for the Crucible in an effort to familiarize Guardians with both Vex architecture and the otherworldly energies that signal their presence. Having a constant flow of combat-ready Guardians on hand should the Shrine ever achieve a higher functionality is simply a strategic byproduct of the Crucible's presence.
Shores of Time
- "All power is humbled when weighed against the eternal tide."
ARENA DESIGNATION: Shores of Time LOCATION: Maat Mons, Venus
The sulfur caves along the Shores of Time are now too unstable to be an effective base of operations for the Vex, but they suit the purposes of the Crucible just fine.
The region, which also houses the remains of one of the Ishtar Collective's many research stations, is a mix of geological chaos and the structured intent of ancient Vex machinery. The contrast between jagged, boiling terrain and the measured purpose of each Vex surface creates a unique battlefield - one where the planet itself seems to have risen up in defiance of the Vex intrusion.
Asylum
- "There used to be life here. Now it's just overgrowth."
ARENA DESIGNATION: Asylum LOCATION: Ishtar Sink, Venus
Before the Collapse, this would've been just another stop on the subway line between Clovis Bray's Venus arcology headquarters and the Academy campus by the shore. Now, it's a grim reminder of the lives, the dreams, and the progress we lost when the Darkness came. For the Guardians of the Crucible, it's a place to sharpen their blades in the shadow of the Vex, an enemy who knows no such sentimentality.
Twilight Gap
- "Here we fight, for the memory of those who stood. Here we die, for the glory of the Light that never fades."
ARENA DESIGNATION: Twilight Gap LOCATION: City Perimeter, Earth
Named for the City's greatest battle, this defensive battery once held the front line against the combined might of the Fallen Houses. Overrun during the course of the invasion, many Guardians lost their lives to hold the line.
That the Crucible now claims this hallowed ground is seen as a privilege - a rite of passage, as new generations of Guardians stand and fight where the brave fell, heroes rose, and legends were born.
The Rusted Lands
- "The scars of our collapse mark the land. Reminders that all is fragile in the face of time."
ARENA DESIGNATION: The Rusted Lands LOCATION: Eastern Flood Zone, Earth
"The Hive never leaves the Moon." This is dogma - a way to soothe frightened children and reassure wary Guardians.
Not so long ago, a wandering Hunter and her Fireteam stumbled onto a feral community in the Eastern Flood Zone. The gaunt survivors huddled in these bombed-out ruins spoke of a terrible presence and begged for protection. No self-respecting Guardian could refuse.
As night fell, the Guardians found themselves the hunted - stalked through the ruins by shapes of bone and shadow. The discovery of a Hive Seeder made the truth plain. Mankind's ancient enemy had come to Earth.
The final confrontation came in the shadow of the Seeder, as a Hive Wizard and her Knights rose to challenge the Guardians. Only one Guardian returned to the City, her knife painted in black ash, a trail of grateful survivors in tow.
Now, in the chilling shadows of the Hive's pods, Guardians hone their skills in hopes that they may one day live up to the heroes of the Rusted Lands.
Exodus Blue
- "In the shadows of all that we were, we fight for all we can be."
ARENA DESIGNATION: Exodus Blue LOCATION: Cosmodrome, Earth
Grimly referred to as "The Graveyard," Exodus Blue was only recently secured for Crucible combat. Located among the ruins of one of the Cosmodrome's colony ship gantries, this site is a memorial to the grief and horror of the Collapse. Thousands died here in a last-ditch effort to outrun the oncoming Darkness.
But it is also a sign of hope. Once the Cosmodrome is secure, the great colony ships may fly again. And this location was chosen specifically to send a message to the Fallen House of Devils - "You may be picking at the bones of our history, but we are still here, and we are still strong."
The Anomaly
- "Our greatest enemy is the unknown."
ARENA DESIGNATION: Anomaly LOCATION: Mare Cognitum, Earth's Moon
Documents recovered on-site listed this research station only as "K1", although the location was hard to keep secret, given the intense electromagnetic fluctuations emanating from what City scholars have come to know as the Anomaly. Attempts to scan the Anomaly itself have proven futile, as the casing is constructed in a manner that defies modern techniques.
Reports suggest that those who spent time in proximity to the Anomaly reported symptoms of insomnia, some so severe they required hospitalization. It was the City's recommendation that only remote sensing equipment be used until such time that a full review of the existing data could be completed.
In the meantime, stewardship of the facility was handed over to the Guardians in order to maintain a watch against the Hive forces that will inevitably come in search of this mysterious power.
First Light
- "The Earth shines so bright from here."
ARENA DESIGNATION: First Light LOCATION: Mare Cognitum, Earth's Moon
What was once an unassuming exobotany laboratory complex turned into ringside seats to the end of the world during the Collapse. Immense fissures in the Moon's crust spew a sickly yellow miasma, and hint at the utter destruction going on deep beneath the surface. Whatever the Hive are up to, they've been at it a long time, and they're not overly concerned with keeping Luna in one piece.
Firebase Delphi
- "It's empty for now - like a ghost town. But for how long...and why?"
ARENA DESIGNATION: Firebase Delphi LOCATION: Eos Chasma, Mars
When the Cabal decide to hold an area, they dig in deep. It's surprising, then, that the tunnel system at Firebase Delphi is woefully incomplete by Sand Eater standards. One theory is that it was built simply to be inspected, to satisfy some commander's lack of progress on another front. Perhaps the Cabal simply cut their losses once they realized that the location of the base was sub-optimal, although half-measures are really not something they're known for. We're talking about a culture that will grind a mountain to dust rather than build around it.
Bastion
- "There's no telling the scale of devastation hidden beneath these red sands."
ARENA DESIGNATION: Bastion LOCATION: Meridian Bay, Mars
Thick, rugged terrain masks one of the largest Vex structures on Mars, leaving this imposing gate as the only conventional entrance. With the Cabal's interest in Vex activity, it was a matter of when, not if, they would set their sights here.
The Cabal deployed a massive ground and air offensive to breach the wall and enter the subterranean labyrinth. We don't know what the Vex deployed in defense, but we know this: the Cabal didn't make it very far.
The Vex have since mysteriously vanished from this region, giving the Crucible one of its largest arenas in the solar system. The Cabal, on the other hand, still prefer to keep their distance.
Blind Watch
- "Dry as the bones you'll break."
ARENA DESIGNATION: The Blind Watch LOCATION: Meridian Bay, Mars
The Blind Watch was once a clandestine Guardian outpost on the outskirts of Freehold, used to monitor Cabal activity in and around the Buried City. After the Cabal consolidated their forces nearer their fortified Exclusion Zone, the site was reclaimed by the Crucible as a combat training ground.
Resting atop an old Clovis Bray science facility, the Blind Watch allows Guardians to acclimate to the harsh Martian environment, while maintaining a combat ready presence should the Cabal ever begin to mobilize.
Pantheon
- "Take not for granted what you cannot see. What it is was not always, and may not ever be."
ARENA DESIGNATION: Pantheon LOCATION: Black Garden, Mars
Deep in the endless channels of Black Garden, an ancient Vex temple sits high on a plateau, buzzing with anomalous messages.
Fearing that the Minds which live within seek to return, the Crucible has set up shop here to master the ins and outs of Vex-controlled landscapes and keep watch should any Vex find a way back.
Skyshock
- ""Whatever they were after here, it's been lost. We can only hope it was Rasputin that destroyed it and not the Hive.""
- — Lord Shaxx
ARENA DESIGNATION: Skyshock LOCATION: Old Russia, Earth
This repowered interplanetary defense array in the Cosmodrome, once under the control of Rasputin, was recently ravaged by the Hive.
Now cleared and controlled by the Crucible, the deserted Seeders left amongst the Skyshock Array offer more evidence that the Hive’s endless battle with the last Warmind still rages on, and has now reached Earth.
The Cauldron
- ""Every inch of this place feels wrong... tainted. Makes your Light itch. Just ignore it and keep firing.""
- — Arcite 99-40
ARENA DESIGNATION: The Cauldron LOCATION: The Dark Side, Moon
The Warlocks' most lucid theories assert this crumbled husk of a Hive ritual site is one of many ceremonial transmogrification chambers hewn beneath the Moon's crust.
Now secured and maintained by the Crucible, scheduled study of it’s remnants suggest a sacrificial purpose—where other forms of life were given an audience with the reigning monarch and judged before the power of the Darkness.
Black Shield
"The Cabal are too structured, too disciplined. Let's show 'em what fun looks like."
ARENA DESIGNATION: Black Shield LOCATION: Firebase Thuria, Phobos
Codenamed "Black Shield," this decommissioned Firebase is believed to have been a key position used by the Cabal as they established their warbase on the surface of Mars. With the majority of their forces stationed planet side, Guardians have been able to claim Black Shield as a competitive training ground.
Both Shaxx and Commander Zavala have questioned the Cabal's strategy, believing that forfeiting such a strategic position may one day leave the Cabal, and Mars, open to a proper offensive.
Thieve's Den
"Whose house?" "OUR HOUSE!" - Crucible Reclamation and Security Squad, C-18-Green upon clearing the Thieves' Den for Crucible use
Following the defeat of the House of Winter's ruthless Kell, Draksis, Guardians found a number of abandoned Fallen enclaves throughout the Ishtar Sink. Most were cleared out, but this recently-active Fallen hideout remained mostly intact, complete with idling Skiff and constant reminders of the Fallen’s presence.
Timekeeper
"Gears are busted, but if this clock ever starts ticking...? We'll be outta luck, and outta time."
Another mysterious structure built by the Vex millenia ago or to come. The rogue Warlock Osiris once theorized that this place, and others like it, were tuned to react only with presence of the Darkness itself.
Widow's Court
"It's only quiet 'til the shooting starts."
Nestled against the crumbling facade of a derelict wall on the edge of the European Dead Zone, there are countless stories of the events that left this small village a ghost town. But its eerily quiet streets and nostalgia have made it a favorite of Lord Shaxx.
Other Activities
Patrols Introduction
- "These are our worlds...Take them back. Inch by inch. Bullet by bullet."
Some Guardians roam the wastelands in search of adventure. For decades they have placed beacons across the frontier, so that our allies in the Tower can transmit requests to those out in the wilds.
There are ancient mysteries buried in the ruins, great treasures of our Golden Age to seek. There are fearsome enemies to be slaughtered, their secrets and technology to be brought home and studied. Only Guardians can push through the Darkness to reach these contested areas, and this makes their particular expertise very valuable to those bound by the City's walls.
Public Events Introduction
- "Trust me. You can't do this alone."
Our enemies never rest. If the City is to reclaim its lost worlds, Guardians must band together to stop our foes from completing their objectives.
The City trusts its Guardians to assess the situation - whether a Fallen extraction crew, a Cabal demolition team, a Hive ritual, a mysterious Vex behavior, or something stranger yet - and engage or retreat as you see fit. Every battle won is another victory against the Darkness. But our foes will send their strongest, and they may be too much to overcome alone.
Guardians who band together will survive to tell stories of their triumph. Watch the skies. When the enemy moves, look to the Guardians beside you, comrades and strangers alike.
Bounties Introduction
"We all have wants. Just not the means to see 'em all through. You can try a Guardian, but make sure you have something to offer 'em." - Amanda Holliday, Shipwright
As we push against the falling Darkness, the Vanguard, Crucible, and other allies in the Tower and beyond, will continue to pry into lost legends and mounting threats, calling on Guardians with rewards to meet these dangers head on.
Only a Guardian holds the power to reach out beyond the City and take on these charges, putting their Light on the line against whatever obstacle may face them.