Vault of Glass
Destiny 2 · Vex Raid · Venus · Reprised from D1

Vault of
Glass

A full visual field guide to all five encounters plus a stealth maze — with the conflux / Oracle / Aegis triad, the Templar and Gatekeeper relic flow, a Gorgon-maze route, current boss-DPS jobs, and the raid's loot laid out. Open the Vault on Venus, read the Oracles in order, and put Atheon back in the timestream. This is the classic-raid grammar everything else borrows from.

Status
CurrentReprised 2021 (orig. D1)
Fireteam
6Non-matchmade · comms-heavy
Encounters
5+ Gorgon maze traversal
Complexity
MediumBest classic-raid first
Exotic Chase
MythoclastVex Fusion — Atheon drop
Read the full lore of the Vault →
00 · Before You Drop

Read this first

Vault of Glass is the raid that teaches you to talk. Almost every wipe traces back to a missed callout, a wrong Oracle, or someone touching a relic at the wrong second. Learn the shared vocabulary, then learn the rooms.

Stable truths

  • It is current and launchable. The D1 raid was reprised in Destiny 2 (2021) and lives in the Director under Venus — no DLC paywall on the activity itself.
  • Standing in a place does the work. Plates spawn the Vault, hold confluxes, and reveal Oracles. This is the original "plate raid."
  • Oracles are an ordered-memory test. They spawn, you shoot them in the order they appeared. Get it wrong and the team gets a stacking Marked for Negation debuff that wipes you.
  • One person carries the Relic. The Aegis shield is the only thing that breaks the Templar's shield and cleanses debuffs. Whoever holds it has a different job than everyone else.
  • Comms before mechanics. Six players, no matchmaking, weekly checkpoint. Pick callout names before you start.

D1 vs D2 & what stale guides miss

Reprised, not identical. The D2 version added the timed-challenge / Master layers and a Vex Mythoclast catalyst path, and the modern sandbox makes DPS phases far shorter than D1 muscle memory expects. Old D1 strats (and ancient "Atheon off-the-map" cheese) are unreliable here.

What wipes most groups: Oracle order in Templar, the Relic-bearer dying mid-cleanse, getting detained in a bubble and not shooting out in time, and Gorgons spotting a straggler in the maze.

Loot: Vex Mythoclast drops from Atheon, each encounter drops the Vault gear set, and timed challenges plus Master difficulty add their own reward layers. The mechanics below are stable.

The Fiction

Why you're here

The confluxes, oracles, and the relic aren't a puzzle for its own sake — they're the only way flesh survives a machine that edits time. Here's the story the Vault is telling while you crack it.

The Vex time-temple on Venus

On Venus, the Vex built a temple where they experiment with time itself, erasing anything that enters from ever having existed. Following the notes of the pioneer Kabr — who breached it before you and was consumed — you enter to master its confluxes and oracles.

The relic you'll fight for is the Aegis, the tool Kabr forged: the only thing that lets flesh touch Vex time-logic and survive. Everything the Vault does — the sacrifices, the oracles, the teleports — is the machine trying to unmake your fireteam.

Seize the Aegis and kill Atheon, Time's Conflux, before the Vault edits you out of history.

Core Mechanic

The conflux–oracle–relic triad

Three verbs run the whole raid and stack on top of each other. Hold the plates and confluxes, read the Oracles in order, carry the Aegis to break shields and cleanse. Master these three and every encounter is a remix of them.

Plate verb · HOLD

Confluxes

› Defend the pillar
Stand on the plate to spawn the Vault, then defend each conflux from sacrificing Vex. If a Vex reaches a conflux and dunks itself, you wipe. Body-block and add-clear.
Memory verb · READ

Oracles

› Shoot in spawn order
Floating teardrop-shaped Vex eyes appear in numbered positions. Shoot them in the order they lit up. Wrong order or a survivor stacks Marked for Negation — let it max and the team dies.
Relic verb · CARRY

Aegis Relic

› Super, block, cleanse
The relic-bearer wields the Aegis: a super blast that strips the Templar's shield, a block that nullifies detainment, and a cleanse bubble that clears Marked for Negation. One job, totally different from a gun.
On the symbols: Atheon's "Time's Vengeance" portals send players to past Mars and future Venus, where inside players read a sequence of Oracles and call them out to the outside team. The in-game Oracle positions are a real callout language — but the mnemonic marks drawn on the maps here are original, not the game's exact icons. Give your team short position nicknames (left, mid, right, high, low) and confirm them on a practice run.
Mechanic Checkpoints

What moves the encounter

Brief this before each pull: the progress trigger is what advances the room; the fail/wipe trigger is what must be protected, cleansed, or called immediately.

Low-man / speedrun read: Vault low-man is role compression, not a different raid. The same players cover Oracles, relic, portal plates, cleanses, and detain calls, so speed comes from never breaking the Oracle/cleanse chain and never letting stealth or portal plates desync the group.

Confluxes

Progress: form the spire on the entrance plates, then hold each active conflux until the Vex sacrifice waves end.

Fail/wipe: stepping off plates resets the opener; letting Vex sacrifice at a conflux overwhelms the phase and turns into a wipe.

Oracles

Progress: watch the Oracle spawn order, call it cleanly, and shoot the Oracles in that exact sequence.

Fail/wipe: a missed or wrong-order Oracle marks the team. If the mark is not cleansed by the relic/pool when required, players die and the pull collapses.

Templar

Progress: the Aegis super strips the shield, the team damages, and a blocker can hold teleport points to extend the window.

Fail/wipe: relic death, missed Oracles, or uncleansed marks end the attempt. Detained players must be shot free before the bubble kills them.

Gorgon Maze

Progress: move the team through the stealth route and regroup at the exit before opening the path onward.

Fail/wipe: a Gorgon spotting any player triggers the raid-wide wipe. Stragglers and sprinting ahead are the real enemy.

Gatekeepers

Progress: kill the first Gatekeeper, hold the Mars and Venus sync plates, send teams through the portals to break the shielded Praetorians with the Aegis relic, then defend the conflux.

Fail/wipe: a champion-disabled sync plate shuts its portal until recaptured; a Vex sacrifice at the conflux wipes the room.

Atheon

Progress: teleported players read the inside Oracle order, outside players open the right portal, then everyone damages during Time's Vengeance.

Fail/wipe: wrong Oracle order, missed cleanse, or a detain bubble left alive kills the phase. Call detain before DPS greed takes over.

Field Maps

The Vault at a glance

Vault of Glass runs in a straight line through Venus: form the door, hold confluxes, kill the Templar, sneak the Gorgon maze, hold the portals at the Gatekeepers, then split the team across time to beat Atheon. Here's the whole route; each encounter below carries its own detailed schematic.

Full raid routeVault door → Atheon, Time's Conflux
Vault of Glass full raid route A top-to-bottom route through six stages: 1 Confluxes to open the Vault, 2 Oracles, 3 the Templar boss, 4 the Gorgon Maze traversal, 5 the Gatekeepers and portals, and 6 the Atheon boss fight. Plates and the Aegis relic recur; the Gorgon maze is a stealth section where being spotted wipes the team. ▼ deeper 1 Encounter · Templar's Well Confluxes Hold 3 plates to form the door · defend the confluxes spawn plates 2 Encounter · Templar's Well Oracles Shoot the Oracles in spawn order · don't get Marked ordered memory 3 Boss · Templar's Well The Templar Aegis breaks the shield · stop teleports · DPS · dodge detain relic shield-break 4 Traversal · The Gorgon Labyrinth Gorgon Maze Stealth route — being spotted = instant wipe don't get seen 5 Encounter · The Templar's Glass Gatekeepers Hold the Mars & Venus plates · relic teams through the portals past / future 6 Boss · The Glass Throne Atheon, Time's Conflux Split through portals · read Oracles · open the relic shield · DPS Time's Vengeance
Route · plates & portals Oracles / relics Stealth / shield-break Lethal hazard
Hidden Loot

Every secret chest

Four chests sit along the route, from the Vault doorway to the gate after the jumping puzzle. Two cost a drop or a climb, one needs a puzzle, and finding all four completes the Temporal Caches Triumph. Call each before the group commits.

1 · Vault doorway

Where: just inside the Vault doorway, on the left, the moment the Confluxes open the door. Reach: walk in and look left. No jumping and no puzzle.

Route choice: none. The whole team can take it on the way in.

2 · Chasm path

Where: the chasm between the Vault door and the Templar. Reach: from the left side of the chasm, drop off the platform beside the hallway, turn around in the air and find the small opening in the wall behind you. The hidden path runs down to an overgrown platform with the chest.

Route choice: a one-player detour off the main path. Take it before the team moves on to the Templar.

3 · Gorgons' Labyrinth, locked door

Where: the right-hand side of the Labyrinth near its entrance, behind a locked Vex door. Reach: shoot the three floating Vex cubes scattered through the Labyrinth while staying out of every Gorgon's sight. The door opens once all three are down.

Route choice: the cube-shooter leaves the safe lane, and a spotted player wipes everyone. Name one shooter and run it on a calm attempt.

4 · Jumping puzzle ledge

Where: the end of the jumping puzzle after the Labyrinth, beside the gate into the next encounter. Reach: stand left of the gate and climb the dimly lit wall to a ledge above the first archway. The chest has a faint blue glow.

Route choice: one more detour at the last jump. Nobody needs to hold a plate, so anyone who has landed can take it.

The Raid

Five encounters + a stealth maze, top to bottom

Open the Vault, survive Oracles, kill the Templar, thread the Gorgon maze, hold the Gatekeeper portals, and split across time to drop Atheon. Each card carries its objective, step loop, callout chips, a beginner-safe role split, and what wipes you.

1
Encounter · Templar's Well

Open the Vault — Confluxes

"Form the spire. Hold the line. Don't let a Vex sacrifice itself."
Lore lens · why it works

Confluxes are timeline junctions, and each Vex that sacrifices itself into one deletes your presence from the timeline. Holding them is you forcing the Vault to accept your fireteam as real — stand your ground on the junction and the machine can't edit you out.

The loop
  1. Three players stand on the three plates (left, middle, right) at the entrance to build the glass spire and open the Vault. Don't step off early or it resets.
  2. Inside, a conflux appears in the center. Defend it: kill Vex before a Fanatic (or other Vex) reaches it and sacrifices itself.
  3. Confluxes multiply to left and right. Assign one player per conflux and call incoming sacrifices by side.
  4. Survive the full set and the confluxes despawn — move into the Oracle phase.
WipeIf a Vex reaches a conflux and dunks itself, the team wipes. Watch for the glowing Vex walking straight at the pillar — body-block or kill it.
RolesBeginner split: 2 left, 2 mid, 2 right once all three confluxes are up. One person per side calls "sacrifice left/mid/right" the instant a Vex starts its run.
PlatesOpening the door needs three bodies on plates simultaneously. If you wipe to adds before the spire forms, you have to re-stand all three.
Secret chestVault doorway chest. Just inside the doorway on the left as soon as the spire opens the door. Grab it on the way in.
Secret chestChasm chest. From the left side of the chasm between the Vault door and the Templar, drop off the platform beside the hallway, turn around in the air and enter the small opening in the wall behind you. The hidden path runs down to an overgrown platform and the chest.
Map · Open the VaultEncounter 1 · Confluxes
Confluxes encounter map Three entrance plates form the glass spire to open the Vault. Inside, defend a central conflux that then splits to left and right confluxes. Vex spawn from the sides and try to sacrifice themselves at the confluxes; if any reaches one, the team wipes. Assign one defender per conflux. plate L plate M plate R stand on all 3 → glass spire forms conflux L conflux M conflux R Vex → ← Vex ⚠ any Vex that reaches a conflux = team wipe
Plate / conflux Sacrificing Vex
2
Encounter · Templar's Well

The Oracle Sequence

"They appear in order. They die in order. No improvising."
Lore lens · why it works

Oracles are the Vex sounding out possible versions of you — echoes of futures the Vault is testing. Destroying them in the order they appear is you refusing each of those futures before the Mark of Negation resolves and unmakes the fireteam.

The loop
  1. After the confluxes, Oracles (teardrop-shaped Vex eyes) light up around the arena in a sequence.
  2. Shoot them in the exact order they appeared. Call positions out loud — left, mid-high, right, back, etc.
  3. Miss the order, or leave one alive too long, and the whole team gains Marked for Negation. It stacks.
  4. Clear several waves of increasing length. Survive the final set to phase into the Templar fight.
Debuff wipeMarked for Negation stacks each time an Oracle is mishandled. Let it reach max and the marked players die instantly. Later, only the Aegis relic's cleanse removes it.
RolesBeginner split: divide the arena into 3 zones, two players per zone. Each zone calls its Oracle position and number; one designated caller confirms the order out loud.
CalloutsPick position names before the wave. Consistent nicknames (the official spawn spots have community names) beat describing "the one over there" mid-fight.
Map · Oracle OrderEncounter 2 · Ordered memory
Oracle sequence map Seven Oracle spawn positions around the Templar's Well, numbered one through seven to show a sample firing order. Players must shoot the Oracles in the exact order they light up; failing stacks a Marked for Negation debuff that wipes the team. The arena is split into three callout zones. zone left zone mid zone right 3 5 1 7 2 6 4 sample order — yours will differ every run; CALL it ⚠ wrong order → Marked for Negation stacks → wipe
Oracle · firing order Callout zone
3
Boss · Templar's Well

The Templar

"Break the shield with the relic. Stop the teleport. Burn it down."
Lore lens · why it works

The Templar shields itself by teleporting outside linear time, slipping the moment you try to hit it. Cleansing the Aegis detain and clearing its oracles pins it back into a single present — Kabr's relic is the only thing that can drag a Vex mind out of time and hold it still enough to kill.

The loop
  1. A Relic (the Aegis) spawns. One player grabs it — they are now the relic-bearer.
  2. The Templar is shielded. The relic-bearer fires the Aegis super to strip the shield; the team then unloads DPS.
  3. The Templar tries to teleport. Stand on its glowing teleport-confluxes to stop the teleport and keep it in place.
  4. It periodically detains players in shrink-bubbles — shoot your own bubble (or step out) before it kills you. Oracles also spawn during the fight; clear them in order.
  5. Repeat shield-break → DPS until it dies. Many modern teams burst it in one or two damage windows.
DetainDetainment bubbles shrink and kill you if you don't break out. Shoot the bubble walls or have the relic-bearer block to nullify a wave. The relic's cleanse also clears Marked for Negation.
RolesBeginner split: 1 relic-bearer (shield-break + cleanse + block), 1–2 on teleport plates, the rest on DPS + Oracles. The relic-bearer should be your steadiest caller.
TeleportIf you ignore the teleport-confluxes, the Templar warps to the back of the arena and resets your DPS angle. Cover the plate before you commit to damage.
Map · Templar relic flowEncounter 3 · Shield-break → DPS
Templar boss map The Templar sits at the center, shielded. A relic-bearer holds the Aegis and fires its super to strip the shield, then the team deals damage. Teleport-confluxes around the arena must be covered to stop the Templar warping away. Detainment bubbles trap players, and the relic block or shooting the bubble frees them. Templar shielded until relic super relic-bearer super → strip shield teleport plate teleport plate detain shoot out / relic block cover teleport plates → shield-break → DPS · clear Oracles in order ⚠ ignore the plates and it teleports to the back wall
Aegis relic Teleport plate Shield Detain bubble
4
Traversal · The Gorgon Labyrinth

The Gorgon Maze

"They don't chase. They sentence. Stay unseen."
Lore lens · why it works

Gorgons erase on sight — to be perceived by one is to be edited out of existence, no chase required. The whole maze is a single lesson: don't be seen by things that rewrite reality. You survive by moving through the blind spots of the Vault's watchers.

The loop
  1. After the Templar, you enter a labyrinth patrolled by Gorgons — Harpy-like Vex units that wander set paths.
  2. If a Gorgon spots you, a "Gorgon's Gaze" detection meter fills; let it complete and the whole team wipes.
  3. Move along the edges and low ground, hugging cover between Gorgon patrols. Crouch-walk and wait for backs to be turned.
  4. Reach the far exit tunnel to drop toward the Gatekeepers. A hidden loot chest sits off the main path for the brave.
SpottedBeing seen starts a fast wipe timer for everyone, not just you. If one player gets caught, the team can die — so move together and call Gorgon positions.
RolesBeginner split: appoint one lead scout who calls "move / hold." Everyone else mirrors their pace. Slow and quiet beats fast and dead.
RouteGorgons' Labyrinth route. From the drop, move left and climb the large rock, then cross right once the Gorgons have cleared the area and hug the right-hand wall. Move only on turned backs and call each Gorgon's position.
Secret chestLocked-door chest. On the right side near the Labyrinth entrance. Shoot the three floating Vex cubes scattered through the maze while unseen and the door opens. Pick one cube-shooter; a spotted shooter wipes the team, so run it on a calm attempt.
RouteThe jumping puzzle. The exit drops into a bottomless chamber where platforms phase in and out. Jump as each one spawns, head left first and platform-hop until you can leap to the right-hand wall, then hug it as it narrows and cross to the far side. A mistimed jump is a fall, so let one player lead and call each platform.
Secret chestGate ledge chest. Near the end of the jumping puzzle, left of the gate into the next encounter: climb the dimly lit wall to a ledge above the first archway. It glows faintly blue.
Map · Gorgon routeEncounter 4 · Stealth traversal
Gorgon Maze route map A labyrinth where Harpy-like Gorgons patrol set paths. The safe route hugs the edges from the entry on the left to the exit on the right, threading between Gorgon detection cones. Being spotted fills a Gaze meter that wipes the whole team. A locked-door chest sits near the entry on the right-hand side and opens when three floating Vex cubes are shot. Schematic, not to scale. enter exit → Gorgon · detection cone locked-door chest · 3 Vex cubes ⚠ spotted = Gaze fills = whole-team wipe — hug edges, move on backs schematic, not to scale
Safe route Gorgon / cone Locked-door chest
5
Encounter · The Templar's Glass

The Gatekeepers

"Hold the plates. Send teams to past and future. Break the shields."
Lore lens · why it works

The Vault splits into past and future streams, and only Kabr's Aegis survives crossing them. Sending relic-bearers into each timeline and bringing the relics home is you proving the fireteam can move through Vex time the way the Vex do — a dress rehearsal for Atheon.

The loop
  1. Kill the first Gatekeeper Hydra in front of the plaza. It drops the Aegis relic and activates the two sync plates: past Mars (left) and future Venus (right).
  2. Split into two teams of three. On each side, one player guards the sync plate against champions while two enter its portal and find the shielded Praetorian.
  3. The Aegis holder's damage breaks the Praetorian's shield, then the team kills it. If the Aegis holder is on the wrong planet, pass the relic over; a carrier who has just crossed a portal can't carry it through another for 45 seconds.
  4. When the waves are cleared, a conflux appears in the arena center. Defend it from sacrificing Vex and shielded Minotaurs, and finish the last waves; a loot chest then appears.
Plate holdOverload Minotaur champions step on a sync plate to disable it, and a disabled plate shuts its portal until you recapture it. Kill them before they reach it, and recapture fast if one does. Always keep a body on each plate while squads are through a portal.
RolesBeginner split: one plate-holder and two portal players per side (Mars left, Venus right). Plate-holders kill adds and stop recaptures; portal players find the Praetorian and swap the relic as needed.
RelicOnly damage from the Aegis holder breaks a Praetorian's shield. Carrying it through a portal gives that player Teleport Destabilized for 45 seconds, so rotate it between players.
Map · Gatekeeper portalsEncounter 5 · Past / Center / Future
Gatekeepers portal map A sync plate on the left opens the portal to past Mars and a sync plate on the right opens the portal to future Venus. One player per side holds the plate while two enter the portal, break the shielded Praetorian with the Aegis relic and kill it; afterwards a conflux appears in the arena center and the team defends it. Past · Mars Gatekeeper Hydra Future · Venus Gatekeeper Hydra HOLD Mars plate HOLD Venus plate conflux · defend appears after the waves relic swap relic swap ⚠ lose a sync plate and its portal closes on your inside team
Sync plate / conflux Portal Relic carry Gatekeeper
6
Boss · The Glass Throne

Atheon, Time's Conflux

"Everything you learned, split across three timelines, on a clock."
Lore lens · why it works

Atheon, Time's Conflux, flings the team through time-splits into past and future, scattering you across the streams it lives between. The outside team reads the Oracles and calls the order while the Aegis cleanses and shields so everyone survives — the only way to damage a mind that keeps fleeing into the present it can no longer escape.

The loop — the whole raid, at once
  1. Atheon teleports three random players through a portal to past Mars or future Venus. The portal that opens tells the outside team where they went.
  2. Outside (3 players): read the Oracles as they spawn and call the order to the inside team. Also kill the Supplicants (suicide Vex) near the relic.
  3. Inside (3 players): grab the relic, fight to the exit portal, and shoot the Oracles in the order the outside team calls to clear your Marked for Negation stacks before returning.
  4. The relic-bearer carries the Aegis back to the center and uses the super to open Atheon's shield, triggering Time's Vengeance — a team-wide damage buff + bonus damage window.
  5. Stack on the relic-bearer's cleanse bubble and DPS Atheon hard. When the window ends, reset and repeat the portal cycle until he falls.
Marked wipeBoth the inside team and outside team build Marked for Negation. Only the relic cleanse removes it. Botch the Oracle order or miss the cleanse and players die — drop too many and you wipe.
RolesBeginner split: 3 inside, 3 outside, but since teleports are random, everyone must know both jobs. Pre-assign one relic-bearer and one Oracle caller per side. Knock people off the edge of the platform to stop unwanted teleports if you run that strat.
DetainAtheon detains players in bubbles during DPS. Shoot out or have the relic block. Stay in the cleanse bubble during Time's Vengeance or stacks kill you mid-damage.
Map · Atheon & Time's VengeanceEncounter 6 · Split the team
Atheon boss arena map Atheon teleports three players to past Mars or future Venus. The inside team grabs a relic and shoots Oracles in the order the outside team calls to clear Marked for Negation. The relic-bearer returns to the center platform and uses the Aegis super to open Atheon's shield, starting the Time's Vengeance damage window where the team stacks in the cleanse bubble and deals damage. Atheon relic cleanse stack + DPS Past · Mars Future · Venus read Oracles in called order read Oracles in called order relic super opens shield → Time's Vengeance damage window ⚠ Marked for Negation kills inside & outside — cleanse before it maxes
Center / cleanse / DPS Portal / Oracles Relic Atheon / Marked
Loadouts

Loadout jobs

Vault of Glass is medium difficulty, so build for roles, not god rolls: one boss-DPS plan for Templar & Atheon windows, one add-clear engine for confluxes/portals/Gorgons, and one survivability loop for the Atheon scramble. Weapon names reflect the Monument-era sandbox — swap the names, keep the jobs.

Boss DPS

Templar & Atheon windows
Heavy Linear Fusion / Rocket
The bread-and-butter raid boss-damage archetype — high burst inside a short shield-break window. Bait-and-Switch rockets sustain well in longer windows.
Heavy Machine Gun / Sword (close)
Strong when you can stand in the damage zone safely (Atheon's Time's Vengeance buff multiplies it).
Golden-Gun nuke Exotic
Single-shot Hunter burst (e.g. Still Hunt + Celestial Nighthawk) chunks a shielded boss the instant the relic strips it.
Vex Mythoclast Exotic
The raid's own Fusion Rifle doubles as solid sustained damage once you earn it — a rare drop from Atheon. See Loot.

Add Clear

Confluxes, portals, ambient Vex
Chain-reaction Primary Exotic
Explosive primaries (Sunshot, Graviton Lance) delete Vex packs and stop sacrificing Fanatics before they reach a conflux.
Wave-frame / GL add-clear
Clears Supplicants in the Atheon portals and thins the Gatekeeper return gauntlet fast.
Reliable Special (Fusion / Shotgun)
Deletes Gatekeeper Hydras, Praetorians, and dangerous portal majors without burning Heavy you need for the boss.
Witherhoard Exotic
Area denial on confluxes and passive chip you can apply before swapping to Heavy.

Survivability

Oracles, Gorgons, Atheon scramble
Debuff tool Exotic
Tractor Cannon / Divinity boost everyone's damage in the short shield windows — bring one per team.
Healing / overshield aspect
Restoration or an overshield keeps the relic-bearer and DPS stack alive through detainment and Marked pressure.
Invis / mobility tools
Invisibility and dodge make the Gorgon maze trivial and save sloppy portal returns.
Warlock
Well of Radiance / Prismatic

Drop a Well in the Atheon damage zone for healing and a damage buff — the safest team anchor. Prismatic gives flexible healing for the relic-bearer.

Titan
Prismatic / Thundercrash

Thundercrash is huge burst on a shield-broken Templar or Atheon; Prismatic barricades and overshields steady conflux and Gatekeeper holds.

Hunter
Prismatic + Golden Gun / Invis

Golden Gun (Celestial) nukes bosses; invisibility aspects walk the Gorgon maze and rescue messy portal runs.

Loadout note: these reflect the mid-2026 (Renegades / Monument-era) sandbox. For a medium-difficulty reprised raid, the gap between "meta" and "what you already own" is small — bring what you're comfortable with and fill the three jobs. The mechanics matter far more than the meta on this one.
Rewards

What you're farming for

The exotic chase — Vex Mythoclast

The headline chase is the Vex Mythoclast, an exotic Fusion Rifle that fires like an auto rifle and is unique to Vault of Glass. It has historically had a rare drop chance from the Atheon encounter, with a catalyst available through repeated clears.

Vex Mythoclast is a rare random drop from Atheon, the final encounter, with a catalyst earned through repeated raid completions.

Armor, weapons & the 2026 refresh

Each encounter drops Vault of Glass weapons and armor (the Vex-themed set — Fatebringer, Vision of Confluence, Found Verdict and friends, where still in rotation). Timed challenges and Master difficulty add their own reward layer.

Two raids are featured each week. Featured: Standard encounters and challenges drop Deepsight weapons or Tier 5 armor, hidden chests drop Tier 5 armor on a weekly lockout, and Master adds Adept weapons from challenges. Not featured: Standard gives a chance at Deepsight weapons and Tier 3 armor; Master and challenges still give Deepsight weapons and Tier 5 armor. Feats raise the reward grade (Grade 0: Tier 3; 1: Tier 3+4; 2: Tier 4+5; 3: two Tier 5; 4: Tier 4 + two Tier 5; 5: three Tier 5; Cutthroat Combatants +4, Challenges +3, Shocktroopers +2, Token Limit and Phase Limit +1). Standard mode earns the weekly tiered reward without Feats.

Reprised-raid note: this is the Destiny 2 version of the raid, not D1. Challenge names, Master modifiers, and Mythoclast's acquisition differ from the original.
Free guides · made by ThePsychDr

These guides stay free.

No paywall, no login. If a guide saved you a wipe, the videos and the people who watch them are what keep this site going.