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Destiny 2: Vow of the Disciple Walkthrough

Coordinate glyph calls, relic jobs and boss phases through all four Vow of the Disciple encounters in Destiny 2.
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Vow of the Disciple is a six-player raid set inside a sunken Pyramid in Savathûn’s Throne World. Its four encounters—Acquisition, Caretaker, Exhibition and Rhulk—reward clear glyph callouts and assigned jobs more than a fixed loadout. This walkthrough covers the route, the team structure and the mechanics to coordinate; check the activity card before launch for the live Power, Champions, surges, overcharge, featured status and Challenge.

Before you launch

Vow of the Disciple is part of Destiny 2: The Witch Queen, which launched on February 22, 2022. Bungie lists it among the available raids and describes raids as activities typically designed for up to six players. Standard and Master use the same core encounter mechanics and role assignments, but the live activity conditions and reward quality can differ.

  • Agree on player labels, room orientation and glyph names before starting. For example, decide whether “left” means left from the entrance or from the central room.
  • Assign jobs before each encounter: glyph readers, runners, relic users, add-clear players, stunners and damage support. If someone joins mid-run, reset the callout convention with them.
  • Decide whether the run includes optional objectives such as hidden chests, the Deepsight chest, Shattered Suns lore, Challenges, Triumphs or Master objectives. These are not required to finish the raid.
  • Build for the work your role needs to do: add control, Champion coverage if the live card calls for it, precision damage, survivability, relic support or sustained boss damage. No particular weapon or subclass is established as mandatory.

Use consistent names for the glyphs rather than descriptions that can be confused under pressure. If a player cannot recall a glyph’s name, have the team agree on a brief visual description before the next callout.

Opening route: reach the Pyramid

Clear the opening enemies and move with the team through the approach to the Pyramid. In the escort section, stay close to the moving vehicle: moving too far from it builds Pervading Darkness, so regroup rather than leaving a player behind. At stops, defeat the Knowledge Bearers and collect the Knowledge they drop to keep the route moving. Once inside the Pyramid, continue through the glyph gallery and toward the first encounter.

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The opening route includes optional glyph and lore material. A 2022 GameSpot guide records the Shattered Suns action-glyph sequence as Enter, Enter, Commune, Kill, but that guide is historical; do not confuse this optional sequence with a requirement for clearing the raid.

Acquisition: match the glyphs and activate the obelisk

Acquisition is a callout encounter. The fireteam works between a central room containing obelisks and side rooms marked by Traveler and Pyramid imagery. Before beginning, settle on a location convention—such as “Traveler side” and “Pyramid side”—and use the same names throughout.

Assign the room and obelisk teams

Split into two groups of three. The room team enters the indicated side room, handles its enemies and Glyphkeepers, and reads the symbols those enemies reveal. The obelisk team stays in the main area, watches the obelisk symbols and records the room team’s calls. Put one caller in charge of confirming the matching glyph so the team does not act on overlapping reports.

Find the shared glyph

  1. When the encounter indicates a room, send the room team to that location and clear a path to its Glyphkeepers.
  2. Defeat the Glyphkeepers and read the glyphs they reveal. Call the location first, then the symbol or result—for example, “Worship room — Darkness Glyphkeeper.”
  3. Compare the revealed sets with the symbols shown at the active obelisk. Agree on the matching glyph before anyone interacts with or shoots the obelisk.
  4. Have the obelisk team activate the agreed symbol, then follow the next encounter cue and repeat the read-and-confirm process.

Do not let two players silently use different room orientations. If a symbol call is unclear, pause long enough to repeat it with the location; a wrong or guessed call can cost the team time and expose the obelisk to danger.

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Caretaker: collect symbols while stunners control the boss

Caretaker divides attention between a timed glyph-collection job and controlling the boss’s advance. Assign runners to enter the symbol room, stunners to interrupt Caretaker, and the remaining players to clear enemies and support the rotation. Keep those jobs owned; having everyone chase symbols or shoot the boss at once leaves a critical task uncovered.

Runners: collect and report symbols

  1. When the symbol room opens, runners enter, identify the required glyphs and collect only what the team can safely carry before returning.
  2. Call each glyph as it is collected so the obelisk team can track the set. Use short, distinct names and ask for a repeat rather than guessing at an uncertain call.
  3. Return to the obelisk and deposit the called symbols. Repeat the room-and-deposit cycle as the encounter advances through its floors.

Stunners and support: slow Caretaker

Stunners watch Caretaker’s glowing weak points and coordinate their shots to interrupt his movement. The stun window gives the runners time to work and helps prevent him from reaching the obelisk. Support players keep nearby enemies under control and are ready to cover a runner or stunner if the room becomes unsafe. Once the symbol work for a floor is complete, follow the encounter’s damage phase, then move with the team to the next floor. Continue the same division of labor until the final damage opportunity ends the fight.

Traversal between Caretaker and Exhibition

After Caretaker, follow the route through the Pyramid rather than returning to the encounter area. The traversal section contains enemies and optional exploration, including a second hidden chest. Keep the fireteam together while exploring; the chest is an extra objective, not a condition for reaching Exhibition.

Exhibition: rotate relics and beat the room timer

Exhibition is a sequence of timed rooms. Its relics solve different problems, so assign a player to each relic and make the handoffs explicit. The encounter uses a Taken Knight kill to extend the short room timer; nominate someone to watch for that target while the rest of the team deals with Glyphkeepers and the route forward.

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Give each relic a clear owner

  • Aegis shield: use its protection to let the team handle enemies or pass a dangerous section safely.
  • Taken relic: use its cleansing ability when the team needs to remove the relevant Taken effect; call the cleanse so affected players can group for it.
  • Laser relic: use it to deal with the relevant shielded targets, including the Glyphkeepers that block progress.

Relic assignments and exact availability vary by room. Follow the relics present in the current room and pass them deliberately rather than leaving one unattended. Players without a relic should focus on the encounter’s enemies and glyph calls, not crowd the relic holder.

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Move through each room

  1. On entry, identify the relics, assign holders and establish who is watching the timer.
  2. Clear enemies and defeat the Glyphkeepers needed to reveal or verify the room’s glyph information. Call symbols with their location, then resolve the required callout before moving on.
  3. Defeat the shielded Taken Knight when it appears to add time, while the relic holders continue their assigned jobs.
  4. Before exiting, confirm that the relics needed for the next section are covered and move as a group through the route.

The room timer is the main pressure: avoid having multiple players improvise with the same relic while no one handles the Knight or glyph objective. If a room is not progressing, check whether a required Glyphkeeper or shielded enemy is still alive and whether the correct relic is being used.

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Rhulk: deposit in the lower arena, then damage upstairs

Rhulk has a lower-arena glyph and deposit sequence followed by an upper-arena damage phase. Establish room orientation once at the start, then keep the same location names for the whole team. Split the work between players who read glyphs, players who handle deposits, and players who control enemies or support damage.

Lower arena: identify and deposit

  1. Start the encounter and clear the immediate threats. Track the glyph information shown by the encounter rather than acting on an unconfirmed symbol.
  2. When the lower-arena Glyphkeepers reveal symbols, call each with its location. Compare the calls with the encounter’s active requirement and agree on the glyph before a player moves to deposit.
  3. Complete the required deposit sequence, then follow the encounter transition toward the upper arena. If progress stops, recheck the glyph calls and whether a required enemy or deposit remains unresolved.

Upper arena: break Rhulk’s defenses and damage

In the upper arena, coordinate the team’s shots on Rhulk’s exposed weak points and use the resulting damage opportunity together. Call the target and the start of the damage window so players can focus their fire rather than splitting it across unrelated targets. Keep space from Rhulk and watch his attacks while maintaining the team’s agreed positions. When the damage phase ends, follow the encounter transition and repeat the required sequence until the team defeats him.

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Optional chests, Deepsight and rewards

Hidden chests and the Deepsight chest are optional objectives; they are separate from the encounter completion path. The current activity card and in-game reward preview are better guides to what a particular run can award than an old fixed list, because featured status and reward quality can change.

Collective Obligation catalyst progression had an issue fixed in Bungie Update 9.7.0.1 in June 2026. Reports differ on whether Master Rhulk guarantees the catalyst or is simply the strongest reported source. Before planning a farm, inspect the live Master Rhulk reward preview and the current Collections source text; do not treat a guaranteed drop as established.

Standard or Master?

Mode What stays the same What to check
Standard The four encounters’ core mechanics and role assignments. Live Power, Champions, surges, overcharge, featured status, active Challenge and reward quality on the activity card.
Master The four encounters’ core mechanics and role assignments. The same live activity details, plus the Master reward preview before targeting a specific drop.

Do not carry old Power or Champion recommendations into a current run without checking the activity card. The raid’s mechanics are stable enough to plan roles in advance; its active modifiers and reward details are not.

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