Vow of the Disciple - Destiny 2 Guide - IGN (2024)

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This section of IGN's Destiny 2: The Witch Queen guide features a walkthrough of Vow of the Disciple, the Raid available as part of The Witch Queen expansion. Below you'll find requirements to begin the Raid, as well as a full walkthrough of every Raid encounter.

Click the links below to jump to a specific section of this page:

  • How to Start Vow of the Disciple
  • Vow of the Disciple - All Glyph Symbols
  • Disciple's Bog (Payload Encounter)
  • Acquisition Encounter
  • Caretaker Encounter
  • The Upended (Exhibition Encounter)
  • Final Encounter
  • Vow of the Disciple - Rewards
  • How to Get Deepsight Raid Weapons

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How to Start Vow of the Disciple

Vow of the Disciple is a Raid, meaning it is one of Destiny 2's most difficult endgame activities and requires a full Fireteam of six Guardians working together to solve intricate puzzles and defeat powerful enemies.

The recommended Power level to begin Vow of the Disciple is 1530, but you'll likely want to be higher as the later encounters feature more powerful enemies.

Vow of the Disciple - All Glyph Symbols

The main mechanic central to the Vow of the Disciple Raid is the 27 different symbols featured prominently throughout each encounter. Each symbol features a different piece of artwork that sets it apart from the others. Take some time to familiarize yourself with these icons - as well as the names - to ensure you have consistent callouts for your Fireteam during each encounter.

We've put together a chart containing all 27 Vow of the Disciple Glyph symbols below, along with their official in-game descriptions. However, if your Fireteam prefers different callouts, that's totally fine.

Vow of the Disciple - Disciple's Bog

The first section of the Raid requires you to escort a ferry from the Disciple's Bog area to the entrance of the Pyramid before you can enter.

When you begin, approach the entrance straight ahead and you'll be required to defeat a Projection of Savathûn and a group of Hive enemies. Once the enemies have been defeated, head inside the open doorway up the stairs. Hop on your sparrow and follow the bog path until you reach a stationary black ferry.

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As you approach, Scorn enemies will begin spawning in. You'll need to specifically defeat the two Knowledge Bearer Ogre enemies.

You'll also notice an increasing stack of the Pervading Darkness debuff on the left side of your screen during this encounter. This happens when you are too far from the ferry, and when it reaches ten stacks you'll die immediately. As it increases, your screen will slowly fill with darkness and you'll be unable to see anything around you.

To reduce the Pevading Darkness stacks, stand near the ferry - specifically inside the orange circle aura it emits. The stacks of Pervading Darkness will slowly count back down to zero until they disappear immediately.

After both Knowledge Bearers have been defeated, a number of glowing orange "knowledge" shards will appear around the area. Some are more hidden than others, but can easily be found by a glowing orange column of light emanating from the top.

Make your way around the arena collecting the knowledge. After collecting the first one, you'll gain the Heightened Knowledge status. A second pickup will upgrade it to Brimming Knowledge, and a third will give you the Overflowing Knowledge status. At this point, you'll no longer be able to pick up anymore shards. Return to the ferry to deposit your stacks of knowledge before heading back out to collect more.

Once all the knowledge has been collected in the area, the ferry will power up and begin moving. Hop on top and ride it to the next area. As it approaches the next destination, the ferry will come to a stop and more enemies will spawn in.

If you're interested in grabbing a secret chest, you'll need to find and shoot three Darkness cruxes. At the first stop, head to the left and you'll find a marked crux on the left near a rocky wall.

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The second Darkness crux can be found at the stop with the two rows of large pillars. At the end of the lefthand side of pillars you'll find the crux hidden behind one of the pillars.

The third and final crux is located underneath the bridge with the gated windows in-between two large buildings as you approach the end of the encounter.

Once all three cruxes have been shot, a door will open just ahead of the third crux's location. Enter the room and you'll find Secret Chest #1 at the back.

Repeat the process of obtaining knowledge multiple times until the ferry reaches its final destination - the entrance to the Pyramid. Head through the doorway at the back of the room and proceed inside.

Follow the hallway through the Pyramid's interior until you reach a large room with colored symbols on the walls. Make your way to the right side of the room and you'll find a walkway that leads down into a hole. Drop down into the hole and be ready to break your fall at the bottom with a jump as it's a long way down.

After you reach the bottom, continue heading through the large doorways and follow the hallway. There's some really interesting items on display here, (like the cross-section of a giant Hive Worm!) so feel free to take your time examining as there are no enemies or time limit to worry about just yet.

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In the next room, you'll see many structures featuring the Raid's many unique symbols. Take a moment to familiarize you and your team with these symbols as they will be required callouts during just about every encounter of the Raid from this point.

Head through the doorway at the end of this room and continue through the Pyramid to reach the first main encounter.

Vow of the Disciple - Acquisition Encounter

The first encounter doesn't feature a boss enemy, but it does require you to work with your team to succeed. Take a moment to explore the arena and familiarize yourselves with everything - from the three obelisks near the center, to the rooms on the exterior of the area. The encounter won't begin until you shoot the crux in the middle, so don't worry about enemies just yet.

For this encounter, you'll want to take a moment to learn the 27 different glyph symbols featured in this room and during the rest of the Raid. The icons can be seen below, along with their official in-game names. Feel free to use whatever callouts work for your team, though.

The key areas to be aware of are the Pyramid and Traveler symbols on the large wall in the center of the arena. This effectively divides the entire room into a "Dark" (Pyramid) and "Light" (Traveler) side. There are also nine rooms located in a circular pattern around the arena with icons above each doorway, indicating the name of the room. The Enter room can be found below the spawn area, while the Dark side features Gift, Grief, Stop, and Knowledge, and the Light side includes Worship, Kill, Commune, and Drink. Inside each room, there's a Light and Darkness side - with the Light always on the left and the Dark always on the right.

There are also three obelisks in three distinct locations: one in front of the spawn area, one on the left side, and one on the right side. In front of each obelisk is a small totem with empty spaces for three glyphs.

You’ll need to divide your Fireteam into three pairs and assign each one to an obelisk. From there, you’ll need to designate who will be protecting the obelisk, and who will be roaming during the encounter.

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If you’re defending, your role is simple. You’re in charge of protecting the obelisk from the neverending onslaught of enemies. After the encounter begins, the obelisks will start slowly filling with light. This effectively acts as a timer and when the obelisk fills up completely, your team will wipe. Any gunfire (both from you and the enemies) will accelerate the timer, so make sure to keep the area as clear as possible.

The roamer has a bit more complex role. First, you’ll be in charge of seeking out and eliminating a Taken enemy called the Disciple’s Compass somewhere in your area.

Second, you’ll be heading into the rooms in your area and eliminating a Glyphkeeper enemy in order to reveal a glyph needed to progress.

To begin the encounter, shoot the crux in the middle of the arena. After the encounter begins, you can shoot this crux to open and close doors to the rooms around the area. Any doors that are closed will open, and vice versa.

Once the encounter has begun, enemies will begin pouring in from various spawn points to begin attacking the three obelisks. After a moment, one of the three totems in front of the obelisks will reveal a glyph in the topmost spot. This glyph will always be either the Traveler or Pyramid icon. This indicates which side of the arena the Taken enemy will spawn.

Once that’s determined, the roamer from that side should start searching on the outskirts of the arena for the Disciple’s Compass Taken enemy and eliminate it. When it’s defeated, an Unstoppable Ogre will spawn somewhere in the arena, so be ready for it.

After the Disciple’s Compass is defeated, the totem with the first glyph icon will reveal the second icon below it. This indicates the room that one of the roamers must enter. You may need someone to shoot the crux to open the door if it’s closed.

Have the closest roamer enter the indicated room. Once inside, the totem will update to reveal a third and final glyph icon. This icon is always either Light or Darkness, and this indicates which Glyphkeeper enemy the roamer should kill.

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The two Glyphkeepers will spawn Inside the room where the roamer is located, one on the Light and one on the Darkness side of the room. A group of Screebs will also spawn somewhere inside, so be careful. After the correct Glyphkeeper is defeated, a glyph will be illuminated somewhere on the wall nearby. The team needs to remember this glyph, so type it into chat or designate someone with remembering it, as you’ll need to uncover a total of three random glyphs.

Sometime after the first Disciple’s Compass enemy is defeated, one of the other two totems’ topmost symbol will illuminate, indicating the location of a second Disciple’s Compass. After it’s defeated, the second symbol will designate the room, followed by which Glyphkeeper must be defeated to reveal the second random glyph for the team. Repeat this process once more until your team has determined the three random glyphs needed for the offering to the obelisks.

Once all three glyphs have been identified, each of the three obelisks around the arena will display a random combination of glyph icons. Only one of the obelisks will feature all three of the random glyphs you uncovered from defeating the Glyphkeepers, so it’s up to your Fireteam to quickly identify which obelisk is the correct one. The correct obelisk will display one of the glyphs on each of its three sides. The duo guarding that obelisk needs to shoot each of the correct glyphs in quick succession. This means one person will need to stand at an angle so they can see two of the sides while the other person stands in front of the opposite side.

The glyphs don’t need to be shot in any specific order, but you do need to do it quickly or the obelisk will spin and shuffle the glyphs into new locations. After about 30 seconds, the glyphs will be reset regardless of whether they were shot or not. The glyphs will never move to a different obelisk, though, so once you’ve identified the correct one you can focus on shooting the three glyphs.

If all three glyphs are correctly identified and shot, the obelisk will accept your offering. If not, you’ll need to try again. You only have a few incorrect chances before the entire team is wiped and the encounter must be started over.

After the obelisk accepts the first offering, you’ll have a moment of reprieve before the next wave starts. It's also worth noting that once an obelisk has been offered to successfully, it won't come up again for the rest of the encounter. So, during round two you'll only have two obelisks to choose from, and the final round will be the last one not previously chosen.

Perform the above steps two more times to complete this encounter and receive your loot. Head through the Pyramid to reach the next encounter.

Vow of the Disciple - Caretaker Encounter

The Caretaker section is a multi-level encounter that features slightly less complex roles for each Guardian, but does involve your first true boss - the Caretaker. The Caretaker begins below the first floor of the arena, and your Fireteam should begin on the floor above it.

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For this encounter, your Fireteam must correctly identify nine glyphs on the obelisk before the Caretaker reaches it and destroys it. You’ll want to assign two people with locating and shooting the correct glyphs, while the other four Guardians will be taking care of enemies and slowing the Caretaker’s progress by stunning it periodically.

There’s a closed door near the obelisk with two cruxes on either side. By shooting a crux, the encounter will begin and the door will open.

Inside the dark room are a couple of Wizards and other enemies, along with nine glyphs scattered around the area. Have one of your teammates head inside and collect (and remember) three glyphs while avoiding enemy fire. Inside the dark room, you’ll gain stacks of Pervading Darkness and will die when it reaches x10 stacks, so make sure to get in and get out as quickly as possible. After collecting three glyphs, the Guardian waiting outside needs to shoot the crux to open the door.

At this point, the Guardian who was waiting outside can head inside to gather their three glyphs while the Guardian who just came out of the room needs to shoot the corresponding glyph icons on the obelisk after their name is called upon (it will be displayed on the left side of the screen). Exiting the dark room will slowly reduce your stacks of Pervading Darkness, so wait a bit before heading back in. You’ll need to shoot the glyph icons in quick succession, similar to the previous encounter.

After all three have been shot successfully and the obelisk accepts your offer, you’ll likely need to shoot the door open for the other Guardian currently inside. They will exit the room, shoot their glyphs, and you’ll go back inside to collect the final three.

The other four Guardians will have their hands full eliminating enemies around the arena as well as keeping the Caretaker in check. The Caretaker will also be shooting out orange homing projectiles from its back. You and your team will need to continually shoot these as they can deal significant damage if left unchecked.

One person should try to stay somewhat close to the Caretaker as approaching it will give them the Caretaker’s Gaze status, which effectively makes the Caretaker focus on will prompt it to slam the ground. At this point, you’ll see the Caretaker’s head and back start glowing yellow. You’ll need to coordinate with your team to have one person quickly shoot its head and one person quickly shoot its back. This will stun the Caretaker and slow its progress as it heads towards the obelisk.

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Once the Caretaker stands back up, the Guardian in charge of provoking the Caretaker should approach it and quickly take cover once again to obtain the Caretaker’s Gaze before stunning it again. You’ll want to stun it as often as possible as this gives the glyph team more time for finding and shooting the correct glyphs.

When all nine glyphs have been successfully identified and shot on the obelisk, the first damage phase will begin. Shortly after, one of the circular plates will illuminate on the ground. You and your team need to stand in the circle to damage the Caretaker.

After a moment, the Caretaker will move to another area and you all need to move to the next plate to continue the damage phase. The amount of total damage you can inflict is capped, as indicated by the lighter coloring on the Caretaker’s health bar. So, when it’s getting close to the end, try to conserve your Supers and Heavy ammo as it will be wasted.

When the damage phase is complete, your team needs to head up the stairs to the next level. The process is identical, although the layout is a bit different - both inside the dark room with the glyphs and the arena itself. Be careful inside the dark room specifically as there are pits you can fall into and die. The Guardians grabbing glyphs should try to grab three each time they go in, but if it’s too dangerous or the stacks of Pervading Darkness are too high, then just grab what you can and head out. You’ll just need to make an extra trip. However, the goal for the team remains the same: identify and shoot the nine glyphs before the Caretaker reaches the obelisk.

After the nine glyphs have been shot, the damage phase will begin once more. Deal as much damage as possible, or when the damage gate is reached, and head upstairs to the third and final floor. Repeat the same process on the final floor. The dark room is now much larger, though, and the Guardians heading inside will be required to make some very precise jumps.

When the nine correct glyph icons have been shot, the third damage phase will begin. This should bring the Caretaker’s health down to the marker on its health bar. Once the marker is reached, or the damage phase concludes, you and your team need to head upstairs for the final stand.

This is it - you’ve got one final chance to finish off the Caretaker or you’ll wipe and have to start the entire encounter over again. This is a linear room with a series of plates that will illuminate as you make your way towards the Caretaker. Don’t hold anything back here, and be careful of the projectiles that the Caretaker will continually fire at your team.

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After finishing off the Caretaker, grab your loot and get ready to head into the next section, which is a pretty complicated jumping puzzle. After some light platforming, you'll enter a room with some enemies and a Darkness crux on the right.

When shot, this crux will extend some platforms from the side of the Pyramid. You'll need to work with your team to have someone shoot the crux while the others proceed around the edge of the Pyramid.

Continue platforming until the first team reaches another room with enemies. There will be another Darkness crux present here, and when shot, will stabilize the previous jumping section by extending all of the previous ledges so the remaining Guardian can catch up to the rest of the group.

Someone will need to stay behind in this new room and shoot the crux to extend platforms for the rest of the team. Platform your way around the Pyramid some more until you reach a ledge with some gated windows on the left. One of the windows at the far end is open, allowing you to drop down into another room with enemies.

However, if you're interested in the second secret chest, don't drop down into this room just yet. Instead, platform back across and around the right side of the Pyramid. Eventually, you'll see a platform above you that you can jump to.

Inside, there are four narrow horizontal ledges to jump across with a small opening to jump into at the end on the left. Inside this room, you'll find Secret Chest #2. After grabbing the secret chest, you can fall through a hole on the right side of the room to end up back in the room you'll need to be in to progress to the third encounter.

Vow of the Disciple - The Upended (Exhibition Encounter)

This is easily the most chaotic encounter of the entire Raid, but once your team has it down, it can be one of the easiest as it's very short. When you reach the Raid Banner circle, you'll be in the first room. In the center, just ahead of the Banner area, is a Darkness relic.

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This encounter requires the Fireteam to juggle an increasing number of unique relics while identifying pairs of Glyph symbols in order to progress to the next room, all while fighting against a countdown timer called Terminal Resonance. As you'd expect, when this countdown timer reaches zero, your team wipes.

The Darkness relic in the center can be picked up by anyone and gives them the ability to kill the shielded Taken Knights called Disciple's Hourglass. When killed, these Knights extend the countdown timer by 40 seconds, giving you and your team more time to reach the next room.

Once the relic is picked up, the encounter will start and two Glyphkeepers will spawn in - one on the left side and one on the right side. When killed, three random Glyph symbols will appear in its place. However, only those holding a relic can see the set dropped by the Resonant Glyphkeeper (a Taken Phalanx enemy), while only those not holding a relic can see the symbols dropped by the standard Scorn Glyphkeeper enemy.

Of the six total symbols revealed, two will be the same. The team needs to identify which symbol is featured in both sets and call it out. Then, shoot the corresponding symbol above the doorway to open it and reveal the next room.

The next room is a resting room with no enemies, but you still don't want to waste any time here. Instead, the person holding the Darkness relic can deposit it into one of the altars on the side of the room which will reset your Terminal Resonance timer. This room also introduces the second relic, the Aegis relic which was prominently featured in the Vault of Glass raid. The Aegis relic allows the holder to cleanse the team of the Pervading Darkness debuff, which will make its return in the subsequent rooms.

It's worth noting that if the any of the relic holders drops the relic for any reason, they will be unable to pick another relic up for 30 seconds via the Curbed Resonance status, so make sure whoever picks it up commits to the role. When dropped, the relics can be picked up again in the previous resting room.

Two new Fireteam members should pick up the relics here - one grabbing the Darkness relic and the other grabbing the Aegis relic. Head into the next room which is divided into two distinct sides. As with the previous encounter, you're looking to kill Glyphkeepers and find the shared symbol displayed between the two. However, from here on out you'll need to find two matching symbols, from a total of four Glyphkeepers.

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Glyphkeepers will now spawn after killing Ravenous Taken Hobgoblins, so make sure to focus those enemies first before anything. Each time you kill a pair of Glyphkeepers, a Disciple's Hourglass Taken Knight will spawn in a fixed location (at the back of this room near the door in this case), which the Darkness relic holder should break the shield of and kill, extending the timer for your team.

Both relic holders can see the symbols left behind by the Resonant Glyphkeeper and should communicate this to the rest of the team while performing their respective roles. There are also Overload Hobgoblins that will spawn in the rooms going forward. These don't necessarily need to be killed, but it doesn't hurt.

After both symbols have been identified, shoot them on the door to proceed into the next resting room. Drop the relics into the two slots on the walls and have new Fireteam members pick them up. This room introduces the third and final relic used during this encounter, the Eye of Riven or Taken relic.

This glowing black orb will be used to dispel Taken blights that are providing immunity to the enemies in the subsequent rooms. This should be priority number one as your team can't shoot anything if they are immune. The Taken relic holder can destroy the blights by pressing the grenade button.

Once all three relics have been picked up, proceed into the third room. This room is much larger, but can still be divided into two separate halves, with three jumping platforms in the center. The Taken relic holder should start by removing the immunity from the enemies to the left so the team can get to work killing the Hobgoblins and eventually the Glyphkeepers.

The Taken blights will always begin in one of two locations and have a set path depending on where it started. There are a total of four Taken blights to expel in this room (as well as the final room), so once you've cleared them out you can help clear out enemies for your team.

All three relic holders will need to be very mobile and continually moving to where their team needs in that moment them to perform their duties. Generally, though, you want to have at least one relic holder on each side of the room to be able to read symbols for the rest of the team.

After the first set of Glyphkeepers have been eliminated, the Disciple's Hourglass enemy will spawn in the center of this room on one of the platforms. Kill it to extend your timer. Determine which two symbols are required to open the door and proceed into the final resting room. Drop off the relics and have three new Fireteam members pick them up before heading into the final room. Watch out for the group of Screebs that spawn into the room after opening the door as they will try to nuke your team and cause a last-minute wipe.

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The final room is comprised of a bunch of disjointed platforms, so your team will need to platform from one to the other to navigate the area. Use the same strategy as the previous room: remove blights, kill Hobgoblins, kill Glyphkeepers, determine the common symbol, and repeat. The Disciple's Hourglass spawns in the middle of this room on the back-righthand platform, as well, so make sure to eliminate it before proceeding through the final doorway if you need some extra time.

Drop all three relics into the receptacles inside the room to stop the clock and complete this encounter. Then, grab your loot and make your way through the Pyramid towards the final encounter.

Your Fireteam will need to do some more light vertical platforming with a door that on the right that requires everyone present to open, which will contain the path to the arena where Rhulk is waiting.

Vow of the Disciple - Final Encounter

The final encounter is against Rhulk, Disciple of the Witness, and is one of the most unique encounters ever featured in the Destiny franchise. When you enter the arena, you'll see Rhulk floating near the center protected by a large orange barrier. Approach the barrier and you'll be tossed backwards and a large Darkness crystal will spawn above Rhulk. The team will also begin incurring stacks of Pervading Darkness very quickly.

The main mechanic of this encounter includes juggling the Leeching Force and Emanating Force buffs (more on those below) and calling out the appropriate symbols to your team, as you've done throughout the entirety of this Raid thus far.

Whoever shoots the crystal will stop the Pervading Darkness spreading to the team and will incur the Leeching Force status for 45 seconds. While this status doesn't do anything on its own, it does allow you to survive Rhulk's giant laser attack. When hit by his laser with the Leeching Force buff, it will turn into Emanating Force, which is extremely important for progressing this encounter. However, you never want the last person with Leeching Force to turn it into Emanating Force as the only way to get Leeching Force initially is by shooting the crystal above Rhulk, of which you have a limited amount before automatically wiping.

So, you'll instead need to split the Leeching Force status in two and pass it to other teammates. The strategy here is to have one person shoot the starting crystal, receive Leeching Force, and then stand on the large plate at the front of the arena. This will force two more crystals to spawn above Rhulk. Two different teammates should shoot the crystals to receive Leeching Force, and the first player will lose it. At this point, you've doubled Leeching Force and will need to continue splitting it, while safely allowing one person to turn it into Emanating Force.

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Have one person with Leeching Force stand in the way of Rhulk's laser to receive Emanating Force, while the other person holding Leeching Force should stand on the center plate and split it again with two additional teammates.

During this time, enemies will continuously spawn into the arena. The rest of the team should focus on killing them quickly and eventually two Glyphkeepers will spawn in near the two large pillars in the arena, one on the left and one on the right.

After killing the Glyphkeepers, the leftmost pillar will display a set of three symbols that only the players with either Leeching Force or Emanating Force can see, while the rightmost pillar will display three symbols that the rest of the team can see.

As with the previous encounter, you're looking for the symbol in common amongst the two sets of three. When identified, someone without Leeching Force or Emanating Force should identify the same symbol on the smaller totems near the back of the arena. There are three totems on the left and three totems on the right. The symbol will be displayed randomly on two of those totems. Someone should direct the player with Emanating Force to one of those two small totems for them to dunk the Emanating Force into. This will push Rhulk's barrier back slightly.

You'll need to repeat the same process five more times (for a total of six) to push Rhulk's barrier back completely. At this point, Rhulk will invite the team up the large staircase into the arena above. Follow him up into the arena.

Inside this arena, there are four pillars, one on each corner. Each pillar is designated by an icon that can be used as a callout for your team. Standing at the top of the staircase, the bottom left icon is Traveler, top left is Pyramid, bottom right is Light, and top right is Darkness. Memorize these locations and callouts, as you'll need them soon.

This is the first part of the encounter where Rhulk will attack your team directly. First, he will lunge at someone, telegraphing it beforehand with an orange line on the floor.

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Get out of his way to avoid this attack. Second, he will fire out his lasers in a large plus-shaped pattern. Avoid these by standing in between two of them. If you happen to get hit by the laser, you'll incur a bit of the Pervading Darkness debuff.

Lastly, if anyone gets too close to Rhulk, he will kick them with enough force to send them flying - potentially out of the arena. There are also Taken Thrall that will spawn in periodically, but they aren't much of a threat.

For this part of the encounter, Rhulk will place his glaive down on the ground after a dash attack and begin walking around. Whoever shoots and breaks his glaive will receive the Leeching Force status.

In the glaive's place will be a symbol that everyone but the Leeching Force person can see: either Traveler, Pyramid, Light, or Dark. Someone needs to communicate this to the Leeching Force player so they know which corner of the arena they will be heading to. The Leeching Force player needs to get hit by Rhulk's next laser and then dunk the Emanating Force buff into the corresponding terminal in the corner.

After depositing the Emanating Force buff into the correct receptacle, Rhulk will have a glowing yellow critical spot appear on either his shoulder or leg. Shoot this to damage him, but be careful not to accidentally shoot his glaive unless you want the Leeching Force buff.

You'll need to perform this sequence three more times for a total of four. If done correctly, Rhulk will become enraged and begin walking around the arena attacking more frequently. This is the actual damage phase, and your team has a limited time to deal damage to Rhulk, so let him have it. If someone has Divinity it works well here as Rhulk can be hard to get critical damage on as he's moving around so frequently.

After the damage phase, Rhulk will drop to the ground and begin powering up. Get out of the arena as quickly as possible and run down the stairs, otherwise, the barrier he summons will send you flying to your death.

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Once down in the lower arena, repeat the exact same process as before to reach Rhulk's damage phase again. Eventually, you'll whittle his health down to the tick mark which will begin the Final Stand phase. You only have three chances to reach this point or the party will wipe to the Enrage mechanic.

During the Final Stand, everyone on the team will begin receiving Pervading Darkness debuff. Kill Rhulk before everyone's Pervading Darkness reaches x10 stacks to complete the encounter and finish the Raid.

If you're successful, Rhulk will explode and you'll be rewarded with your loot. You can also interact with the large glaive in the center to purchase additional Raid items you've unlocked using Raid Spoils. Congrats on finishing Vow of the Disciple!

Vow of the Disciple - Rewards

Each encounter has a chance to drop Raid-exclusive gear including weapons and armor. Below you'll find the loot table containing all potential drops for every encounter.

Acquisition (1st Encounter)Caretaker (2nd Encounter)Exhibition (3rd Encounter)Rhulk (Final Encounter)
Cataclysmic (Solar Linear Fusion Rifle)Cataclysmic (Solar Linear Fusion Rifle)Deliverance (Stasis Fusion Rifle)Collective Obligation (Void Pulse Rifle)
Deliverance (Stasis Fusion Rifle)Forbearance (Arc Grenade Launcher)Submission (Kinetic SMG)Forbearance (Arc Grenade Launcher)
Submission (Kinetic SMG)Insidious (Arc Pulse Rifle)ChestInsidious (Arc Pulse Rifle)
HelmetSubmission (Kinetic SMG)LegsLubrae's Ruin (Solar Glaive)
ChestHelmet-Helmet
LegsArms-Arms
-Class Item-Class Item

How to Get Deepsight Raid Weapons

As with standard world loot drops, all Raid weapons have a chance to drop as red-bordered Deepsight weapons, allowing you to extract Resonant Materials needed for weapon crafting.

  • For more, check out How to Craft Raid Weapons

Additionally, there are two sources available to obtain a guaranteed Deepsight version of a Raid weapon each week. The first weapon purchased from the Raid Spoils chest available after defeating Rhulk will be a Deepsight resonance version. This can be done once per week per account.

There is also a second secret chest that can spawn after the Rhulk fight, but requires that you locate and shoot three specific Glyph icons in hidden rooms throughout the Raid. Upon entering the Pyramid, there's a totem that features three random Glyph icons.

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Make note of these and remember them as you'll need to search nine specific rooms during the Raid and shoot the wall to reveal the correct Glyph icons. To open each room, shoot the darkness crux near the wall.

Once inside each of the rooms, shoot the empty Glyph on the wall to reveal a specific icon. If it matches one of the three Glyphs shown on the totem at the beginning of the Raid, leave it alone. If it's not one of the three correct Glyph icons, shoot it again to turn it back off. Each of the nine rooms will always reveal the same icon, so you only need to visit the three rooms listed on the totem. The nine rooms are, in order:

Pyramid Room: This room can be found after dropping down the long shaft to the right of the totem. When you reach the bottom, you'll find the first room to the left.

Give Room: This room can be found prior to the Acquisition encounter. After passing through the doorway from the room with all 27 Glyph icons on display, you'll see a room straight ahead.

Darkness Room: This room can be found on the Pyramid (left) side of the Acquisition arena along the lefthand wall in the middle and can only be activated before starting the encounter. Atop the sphinx-like statue you'll find the crux to open the door nearby.

Traveler Room: This room can be found after the Acquisition encounter in the Collection room. Jump on top of the rightmost gold statue to reach a ledge above containing the crux to open the room's door.

Worship Room: After defeating the Caretaker, head to the left before proceeding up the stairs to find the crux. Shoot it to open a door opposite from your location.

Light Room: Before beginning the jumping puzzle section following the Caretaker encounter, shoot the crux on the door to the left in the main area containing the main crux you shoot during the jumping puzzle.

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Stop Room: Once you reach the end of the jumping puzzle before jumping across the rotating platforms, you'll find a crux in the back right corner that opens a nearby door.

Guardian Room: After completing the Exhibition encounter, run up the stairs and you'll find a crux on the left side of the area. You'll need to jump across to an isolated platform to find and shoot the crux. Once shot, head back to the middle of the room to find the open door behind all the statues.

Kill Room: Just before you jump across to the staircase that leads to the Rhulk fight, turn around and you'll find a crux on the far wall behind you. Once shot, a door to your left will open revealing the final room.

Once all three correct Glyphs have been shot, you'll see the message "The Disciple recognizes your offering..." on the left side of your screen to indicate that you've completed the puzzle.

After defeating Rhulk, you'll see a second chest spawn with the three Glyph icons above it. Open it to receive a guaranteed Deepsight Raid weapon.

Up Next: Season of the Risen

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Vow of the Disciple - Destiny 2 Guide - IGN (1)

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