Vault of Glass is a six-player Destiny 2 raid on Venus that returned from the original Destiny.
Quick answer: Vault of Glass is a six-player Destiny 2 raid on Venus that returned in May 2021 during Season of the Splicer. It has seven stages, from the Confluxes and Oracles to the Templar, Gatekeepers and Atheon. A Guardian Sherpa carry lets you play your own account while an experienced Sherpa explains each encounter.
Last updated: November 3, 2026. Written by the Guardian Sherpa Team.

What is the Vault of Glass raid?
Vault of Glass is a classic raid from the original Destiny that came back in Destiny 2 on May 22, 2021, during Season 14, Season of the Splicer. It takes place on Venus, in the Ishtar Sink. Venus is not a playable destination in Destiny 2, so the raid is the only way to visit it, and players stay inside the encounter rooms.
It is a six-player raid with no matchmaking. Many players know it for its Oracle callouts and its stealth-style Gorgon labyrinth, and for the chance at the Vex Mythoclast exotic fusion rifle.
Vault of Glass at a glance
- Released: May 22, 2021 in Destiny 2, during Season of the Splicer
- Location: Ishtar Sink on Venus
- Fireteam size: six Guardians, no matchmaking
- Stages: seven in this guide: the opening plates, Confluxes, Oracles, the Templar, the Gorgon labyrinth, the Gatekeepers and Atheon
- Power and difficulty: check the recommended power in the in-game Director
- Clear length: varies with the team; your Sherpa gives an estimate on your order page
Is Vault of Glass in the weekly rotation?
Rotation trackers list Vault of Glass in the November 2026 schedule, with a featured week on November 17. Rotation can change, so check the in-game Director and our weekly rotation post. Whether or not it is featured, you can still book a Vault of Glass carry.

Raid management: how to run Vault of Glass from start to finish
Use this checklist before the first encounter and between every attempt. The per-encounter steps follow in the encounter guide.
- Before you queue, check the team. You need six Guardians on voice chat. Confirm everyone can hear the caller and has updated the game. Ask who is new to Vault of Glass so the caller can explain mechanics first.
- Set checkpoints and progress. Raids save a checkpoint after some encounters. Check the checkpoint message in-game after each encounter and make sure everyone has it before anyone leaves (exact checkpoint locations: confirm in-game).
- Agree roles for the first encounter. Name one main caller and one backup. Decide pairs, sides and who handles adds before anyone pulls. Use the role chart below as a starting point.
- Check loadouts and ammo. Bring a mix of add-clear and boss-damage weapons. Pick up heavy ammo before each damage phase, and tell the team if you swap weapons between attempts.
- Agree the finisher plan. Decide who spends a super, who uses heavy ammo and who holds back for the final stand or last damage window. Say it out loud so nobody spends a super early.
- Pace the run. After each encounter, stop for 30 to 60 seconds: loot, restock ammo, check everyone is ready and have the caller explain the next encounter. Do not pull until all six say ready.
- Run callouts the same way every time. One caller speaks, others answer with short repeats ('left, copy'). Use agreed names for positions and symbols, and stay quiet during timed moments unless you are the caller.
- Recover from a wipe. Stay calm. The caller says which step failed, the team changes one thing, and you try again. Do not change several roles at once, because then nobody knows what fixed it.
- Take breaks at the right time. Stop between encounters after a checkpoint, not in the middle of one. If someone must leave, tell the team first. They can rejoin through a fireteam invite once the checkpoint is held (confirm the checkpoint in-game before leaving).
Encounter guide
Vault of Glass has seven stages in this guide, played in order. Each is a numbered list in play order, ending with the wipe recovery step. Where our sources disagree or we could only confirm a detail from one guide, the step says to confirm it in-game.
1. Opening the Vault
Goal: Hold the three plates until the Vault door opens.
- Start: gather in front of the closed Vault entrance and split into three teams of two: left, middle and right.
- Plates: each team stands on the plate nearest its position and stays on it.
- Vex: Vex spawn once everyone is on a plate: Goblins first, then Minotaurs and Cyclopes.
- Priority: kill Cyclopes first. One shot from a Cyclops can kill a Guardian.
- Trigger: the Vault door opens after the team holds the plates long enough.
- After a wipe: everyone returns to the start of the encounter (confirm in-game whether a checkpoint moved you forward), the caller names the step where it broke, and you reassign roles before pulling again.
2. Confluxes
Goal: Stop the Vex sacrificing themselves on the Conflux.
- Start: arrive at the Templar arena and split into three teams of two (left, middle, right).
- Defend: kill the Vex quickly so none sacrifice themselves on the central Conflux.
- Wyvern: a Wyvern eventually heads for the Conflux. Kill it as fast as possible.
- Fanatics: killed Fanatics leave a blue pool that gives Mark of Negation. Avoid the pools.
- Cleanse: if marked, step into the central pool of light.
- Cycle: the middle Conflux disappears and two spawn left and right. Defend those, then all three as the middle one returns. One Wyvern spawns per active Conflux.
- Danger: the Templar's charged burst kills marked players.
- After a wipe: everyone returns to the start of the encounter (confirm in-game whether a checkpoint moved you forward), the caller names the step where it broke, and you reassign roles before pulling again.
3. Oracles
Goal: Destroy each Oracle wave in the order they appeared.
- Start: spread out. Two players clear adds and four players watch Oracles.
- Callouts: use fixed names: L1, L2, L3 on the left, R1 to R3 on the right and middle (confirm the labels you want with your team).
- Preview: Oracle previews appear in one of seven locations, each with a note. Each preview shows twice, so count the chimes.
- Destroy: once all Oracles have appeared, destroy them in the order they appeared.
- Waves: there are five waves, from three Oracles up to seven.
- Failure: the wrong order, or taking too long, marks everyone for Negation. Everyone jumps into the cleansing pool at the same time before the Templar wipes the team.
- Distractions: Hobgoblin snipers and continuous Vex. The two add clearers handle them.
- After a wipe: everyone returns to the start of the encounter (confirm in-game whether a checkpoint moved you forward), the caller names the step where it broke, and you reassign roles before pulling again.
4. The Templar
Goal: Use the Relic to break the shield and damage him.
- Start: pick up the Relic where the cleansing pool was. Picking it up starts the encounter.
- Relic holder: kill adds with melee and guard to shield the team. If the Relic is dropped, it despawns after about 10 seconds (confirm in-game).
- Oracles: three Oracles spawn at the start. Destroy them in the correct order.
- Shield: when the Relic super is charged, use it to break the Templar's shield. That starts damage.
- Detain: one player receives Imminent Detain and is trapped in a Vex bubble. Others shoot the bubble to free them.
- Teleport: after several seconds the Templar teleports and regains its shield. Repeat the cycle.
- Teleport block: standing in the light circle blocks the teleport and extends damage, but spawns new Oracles, Minotaur waves and more detains. Only do it if the team can handle all three.
- After a wipe: everyone returns to the start of the encounter (confirm in-game whether a checkpoint moved you forward), the caller names the step where it broke, and you reassign roles before pulling again.
5. Gorgons' Labyrinth
Goal: Reach the exit without being seen.
- Start: look at the maze map before you enter. The exit is on the left in at least one guide (confirm in-game).
- Stealth: crouch-walk as much as possible. Never double jump near Gorgons. Do not fire weapons.
- Cloak: Nightstalker Hunters can cloak the team with smoke bombs. Save it for crowded areas.
- Detection: Gorgons are glowing Vex Harpies that wipe the team within seconds of detecting you.
- Kill option: killing Gorgons with supers and heavy ammo is possible, but other Gorgons may hear. Avoiding them is recommended.
- After a wipe: everyone returns to the start of the encounter (confirm in-game whether a checkpoint moved you forward), the caller names the step where it broke, and you reassign roles before pulling again.
6. The Gatekeepers
Goal: Hold the plates, use the portals and run the Relic relay.
- Start: kill the central Gatekeeper Hydra first.
- Positions: one player on the left plate, one on the right plate, two in the middle, and one player in each portal.
- Portals: the right portal leads to Venus and the left to Mars. Plates hold the portals open.
- Portal arenas: each portal player defends a Vex Conflux in the arena.
- Relic: the Relic spawns in the center. A middle player picks it up.
- Shielded Minotaur: a Praetorian Minotaur spawns in Venus or Mars. Portal players call its location. The Relic holder breaks the shield.
- Debuff: using a portal gives a 45-second debuff. After the shield breaks, the Relic holder passes it to a teammate and defends the Conflux.
- Repeat: the cycle runs for a couple of minutes, then a Conflux spawns in the boss room. Everyone returns to defend it.
- Hydras: Gatekeeper Hydras respawn in the boss arena and close portals. Kill them quickly with supers and heavy weapons.
- After a wipe: everyone returns to the start of the encounter (confirm in-game whether a checkpoint moved you forward), the caller names the step where it broke, and you reassign roles before pulling again.
7. Atheon, Time's Conflux
Goal: Teleport, destroy Oracles in order, then damage.
- Start: kill the Harpies. Atheon is invincible at first.
- Teleport: after about a minute, Atheon teleports three random players to Venus or Mars. The remaining three open the matching portal by standing on the plate.
- Previews: three red Oracles preview near Atheon, twice. The holders note the order and call it out (left, middle, right, back left, back middle, back right).
- Teleported team: pick up the Relic and move to the back. The Relic holder guards to cleanse the blinding debuff.
- Destroy: destroy the Oracles in the called order. This happens three times. Wrong or slow wipes the team.
- Damage start: the text 'Guardians make their own fate' appears. Everyone returns through the portal to the central rock island.
- Time's Vengeance: damage is boosted for about 25 to 30 seconds (guides differ: confirm in-game). Use boss supers and buffs.
- Detain: Atheon detains a player. That player jumps away from the team so the group is not caught. Others free them.
- Relic holder: guards and can use the Relic super. The shield blocks explosives, so lower it for rockets.
- Reset: when Time's Vengeance ends, clear adds and repeat until Atheon dies.
- After a wipe: everyone returns to the start of the encounter (confirm in-game whether a checkpoint moved you forward), the caller names the step where it broke, and you reassign roles before pulling again.
Fireteam roles and loadout for Vault of Glass
Vault of Glass leans on roles and rotations: Relic holders, plate players, Oracle callers and add clearers. Plan these before you start, because the Templar and Atheon change who is on which job.
A long-range weapon, a damage weapon and an add-clear weapon are all useful, and a safety super helps whenever you hold the Relic.
- Long-range weapon: helpful for Oracles and snipers.
- Add clear: a primary or special weapon that handles Vex waves.
- Boss damage: a heavy weapon you know well for the Templar and Atheon.
- Safety super: a super that helps you survive while holding the Relic.
- Ammo: bring a mix and check reserves between encounters.
How do I prepare for Vault of Glass?
- Update the game and check the recommended power in the in-game Director.
- Bring weapons for different damage needs and a build you know well.
- Use a headset so you can hear callouts.
- Review the Oracle callout system.
- Decide who takes the Relic first.
- Turn on two-factor sign-in for your account.
Common Vault of Glass mistakes
- Shooting Oracles out of order.
- Stepping into negation pools without a cleanse plan.
- Dropping the Relic and letting it despawn.
- Making noise near the Gorgons.
- Letting a Gatekeeper respawn without killing it.
- Standing near the team while detained by Atheon.
Vault of Glass rewards and triumphs
According to the Destiny wiki, Vault of Glass loot includes the exotic Vex Mythoclast and the Vaultstrider jumpship, plus legendary weapons Vision of Confluence, Fatebringer, Found Verdict, Praedyth's Revenge, Hezen Vengeance and Corrective Measure. The armor sets are the Kabr suit for Titan, Prime Zealot for Hunter and Armor of the Hezen Lords for Warlock. Shaders such as Bitterpearl and Continuum Alloy and emblems such as Exotemporal are also listed.
Vex Mythoclast is a random drop from Atheon and not guaranteed on any clear. Drops are random, and we have not verified a seal for this raid, so check Triumphs in-game.

How does a Vault of Glass carry work?
A Guardian Sherpa carry is self-play: you play your own account, and an experienced Sherpa joins your fireteam and guides you through every encounter. You order the Vault of Glass raid carry, confirm your platform, Bungie name and a time window on a private order page, and a Sherpa accepts the order. You can cancel for a full refund until a Sherpa accepts. At the agreed time you receive a normal in-game fireteam invite and the run begins, with callouts and explanations before each encounter.
On self-play orders we never ask for your password, your email login or your platform credentials. Piloted orders need secure account access, shared only after payment through your private order page. Because you stay signed in on your own account, you also keep every drop the game gives you. Afterwards you have a 48-hour review window to tell us how the run went.
What is included
- A guided, self-play run of the raid with an experienced Guardian
- A private order page for scheduling and updates
- Callouts and plain-language explanations for each encounter
- Your choice of a full clear (from $35) or a flawless-goal run (from $70)
- A 48-hour review window after the run
What is not included
- Anyone playing your account for you, and any request for your password
- A promised completion time, since time depends on the team and the encounters
- A guaranteed flawless result, because we play toward the goal but cannot guarantee in-game outcomes
- A guaranteed drop, because loot is random
- Services for other activities, which are separate products in the full catalog

What is a flawless run?
A flawless run is one finished without a death. We play toward that goal but cannot guarantee in-game results. Vault of Glass punishes mistakes with detains and Gorgon detection, so a flawless run depends on disciplined callouts.
Is a carry safe for my account?
Self-play carries less risk than services that log in for you, but no provider can promise zero risk. Turn on two-factor sign-in for your account and read our account safety page.
More raid guides
- Raid carry guide
- Last Wish
- Garden of Salvation
- Deep Stone Crypt
- Vow of the Disciple
- King's Fall
- Root of Nightmares
- Crota's End
- Salvation's Edge
- The Desert Perpetual
Vault of Glass pairs well with Deep Stone Crypt for another role-based raid, or Last Wish if you want a longer raid. New to carries? Read how a self-play carry works, browse the full service catalog and see the FAQ. Check which raids are in rotation in our weekly rotation post.
Frequently asked questions
How much does a Vault of Glass carry cost?
A Vault of Glass self-play carry is $35 for a full clear and $70 for a flawless-goal run (no deaths) at Guardian Sherpa. Prices are shown before checkout, there are no hidden fees, and the WELCOME20 code takes 20% off a first order. See the Vault of Glass carry page for the current price.
How long does a Vault of Glass run take?
Time varies with the team, how many encounters are new to you and whether you choose the flawless goal. Your Sherpa gives an estimate on your order page before the run starts and explains each encounter as you go, which adds a little time but saves wipes.
What power level do I need for Vault of Glass?
Check the recommended power shown in the in-game Director for Vault of Glass and bring a character at or near it. Your Sherpa checks your character before the run and can suggest a quick power catch-up if you are under the recommendation.
Do I have to share my Destiny 2 login?
For self-play orders, no. You stay signed in on your own account and you stay signed in on your own account and join our fireteam through a normal in-game invite. On self-play orders we never ask for your password, your email login or your platform credentials. Piloted orders need secure account access, shared only after payment through your private order page. Read the account safety page for the full policy.
Can I cancel my order for a refund?
Yes, up to the moment a Sherpa accepts your order. Until then you can cancel from your order page for a full refund to the original payment method. After a Sherpa accepts, the customer-side cancel option closes, but our team can still cancel, refund or reschedule if something goes wrong. See the refund policy.
How do I book and what happens next?
Pick the run type on the product page and check out. You get a private order page where you confirm your platform, Bungie name and a time window. A Sherpa accepts the order, you receive a fireteam invite at the agreed time, and you play the activity together. Afterwards you have a 48-hour review window. The step-by-step guide covers each stage.
What are the encounters in Vault of Glass?
Vault of Glass has seven stages in this guide: the opening plates, the Confluxes, the Oracles, the Templar, the Gorgons' Labyrinth, the Gatekeepers and Atheon, Time's Conflux. Some sites group them differently. Your Sherpa explains each stage before it starts, so you do not need to memorize the raid in advance.
Is Vault of Glass in the current raid rotation?
Rotation trackers list Vault of Glass in the November 2026 schedule, with a featured week on November 17. Rotation can change, so check the in-game Director and our weekly rotation post. Whether or not it is featured, you can still book a Vault of Glass carry, and your Sherpa will confirm the schedule on your order page.