Entrance to the Vault

The Vault of Glass is a Raid located on Venus. It was made available in Destiny on September 16, 2014, and is the only Raid included with the game.

Gameplay

The Vault is said to be "the most challenging experience that [Bungie] has ever created," and that players who complete it would "earn Destiny's ultimate rewards."[1] It is a raid that will take "hours upon hours to complete."[2]

According to Eric Osborne, the entrance alone is a challenge in itself, taking his team "45 minutes to crack."[3]

Unique Enemies

Bosses

Guide

The Vault of Glass can be broken up into multiple stages, each with a different puzzle and/or boss encounter. There are no objective markers or instructions on how to complete the Vault within the game. Note that the raid may be entered by as little as one player, but six is recommended if not necessary to complete. The minimum recommended level that players should be is 26 on Normal difficulty, and weapons that do void damage are recommended, as they will come in handy for dropping Minotaur shields.

Stage 1: Waking Ruins

Players spawn in an open area outside the Vault's entrance littered with Vex ruins. The goal is open the gate by assembling a Spire, which acts as a key. The Spire is built by having all three Control Plates in the area continuously active for a period of time. Control Plates are initially activated by clearing them of enemies and standing on them. Once activated, waves of Vex enemies will spawn at points near the Control Plates and attempt to deactivate them. Players must destroy the Vex before they can reach a Control Plate, or the Spire's construction will reverse.

As a puzzle, this stage is fairly simple. The most significant threat to the Control Plates are powerful Minotaur variants called Praetorians. Once a Praetorian spawns, it will rapidly advance toward the nearest Control Plate. Players should focus on destroying Praetorians above all else so that the Spire is not interrupted. When the Spire is complete, it will link with the gate and open it, allowing the party to proceed.

Stage 2: The Trial of Kabr / Templar's Well

Follow the passageway down into the first major room, and jump down. This is the area of the first boss, but the boss will not be open to attack yet. Firstly, the players must eliminate all the lesser enemies. Be warned, there are also a unique vex type called Fanatics in this room. They are headless Goblins that glow green; if the player touches them, or steps into the green pool they leave behind, the player gets the mark of negation, and has a few seconds before they are killed. Players who are debuffed need to enter the pool of light in the middle of the map to cleanse themselves; be warned that this takes a small amount of damage. The pool will sometimes disappear, as well.

After a few waves, the players are prompted to defend the two vex Conflux on the left and right sides of the room from Vex attempting to sacrifice themselves into the conflux. Each conflux will allow three sacrifices before the mission fails. Vex will appear in three places; the middle, and a cave area near the two confluxes.

Once the two confluxes have been successfully defended, players will be prompted to kill a Vex enemy called the Oracle. Oracles will spawn in one of six places, three on each side, and every time an Oracle spawns, it makes a distinct musical sound. Players need to kill all the oracles that spawn as quickly as possible, or else all players will be marked for negation. There will also be Hobgoblins appearing on the edges of the room, so be careful of stray sniper shots.

Stage 3: The Templar

After defeating the Oracles, the players will reach a checkpoint and have a break to reorganize before the boss fight. The pool of light will disappear, and in its place will be a relic, a wieldable shield. Once one of the players picks up the relic, the Templar will appear. The relic has a melee attack, a super attack, and a cleansing attack bound to the grenade button. If anyone drops the relic, someone else needs to pick it up in a few seconds or else the mission will fail. The Templar has a full shield surrounding it that cannot be damaged with any weapon except for the relic's super, which can be charged fairly quickly by attacking the harpies in the room.

Once the Templar's shield is down, it will summon a red bubble around every player. Players should avoid firing rockets at the bubble, as it will explode inside and kill them. Instead they should attack it with their primary weapons or a solarpowered machinegun. After a few seconds, the Templar will attempt to teleport to another part of the room and get its shield back. To prevent the Templar from teleporting, one player stands in the red circle that appears in the map. Teleporting will also make more oracles appear in the room; if the players do not dispatch the oracles, the only way to cleanse them is with the relic's grenade ability. (Note: The relic's cleanse as a cooldown, so use sparingly and time it right.) Its better to let the other players handle the oracles, as the player with the relic will have a hard time dispatching them. Instead, that person should focus on the weaker enemies to build up their super.

If the players do not kill the Templar within a certain period of time, it will become enraged, and summon a large number of enemies and oracles. By this point, the encounter will become too difficult as the oracles will keep reappearing and marking everyone for negation. It is best to finish off the Templar before it can become enraged.

Stage 4: Gorgon's Labyrinth

The players will enter a room with a very large drop to the bottom. Jump down, then double jump before hitting the bottom to negate fall damage.

This next part will require high coordination and quick reactions. The maze ahead is filled with white harpies called Gorgons. Gorgons will kill the entire party in a matter of seconds if they spot them, so the party needs to exit the labyrinth without being seen. If for whatever reason it's not possible to avoid or hide from a Gorgon, the next best thing is to turn away and avoid its gaze.

To complete this puzzle the party must move left from the large rock near where you fall down the chasm, once you find the large hall to the left enter and climb to the top of the other large rock in the middle of the room and wait until the two gorgons are clear to the right. once they have moved out of range jump down to where they were and keep moving untill you find a small alcove on the right. Once there just hug the right wall untill you find a hole in the wall.

Another point of note is that if you head right from the large rock in the chasm and move through the tunnels without being seen there is a mainly white room that contains a chest with high quality materials.

Stage 5: Jumping Puzzle

After exiting the Gorgon's Labyrinth, the next room is a large, bottomless chamber with a platform nearby. Standing on the platform will summon a new platform, but will also make the current platform disappear in a few seconds. The party needs to jump from platform to platform until they reach the narrow ledge on the other side, then follow it until they reach a doorway to the right.

Stage 6: Awaken the Glass Throne

Stage 7: Atheon, Time's Conflux

List of appearances

References