Wyvern Encounter
Table of Contents
- Wyvern Encounter - Room Layout
- Pillar Players
- DPS Phase
- Hobgoblin Encounter
- Hydra Encounter
- Final Encounter
- Date Updates
---
Wyvern Encounter - Room Layout
The arena is split into 3 sections, each containing a pillar and a plate. The pillars are giant alternating stacks of a block platform and a Vex construct. Before the encounter, the constructs are just a small Vex effect, during it they are a destroyable Vex cube. The plates are each located near one of the pillars. One plate (spawn) is located directly behind you from the rally banner, one is located in the middle of the map (middle), and one is located down and to the left of the rally banner (when facing towards the middle) on a low level platform (lower).
To the left of the rally flag is a giant ring over an hourglass like structure.
Pillar Players (3 Players) Climber (1 Player) Chronon Players (2 Players)
Kill minotaurs in the middle of the map. Pick up the Chronons they drop and jump through the hourglass ring while holding them. Continue until the hourglass is full, and a Vex cube appears in the middle of the hourglass.
Each player should stand by their pillar and kill adds. If minotaurs spawn near their pillar, call out the location to the Chronon players.
Based on the colour of the Chronons, visible from both the Chronons themselves and from the particle effect on the ring, go to the matching platform.
- Red: Lower
- Blue: Middle
- White: Spawn
Roam to hunt minotaurs. When you locate a minotaur, kill it, then run its Chronons through the hourglass ring to extend the time.
When in position, shoot the Vex cube in the center of the hourglass.
All players will receive a status effect under their health bar with four boxes underneath it. The boxes will be filled one at a time on a beat. This is essentially a rhythm game. There will be an audio queue to time it. When the fourth beat hits, all players will be launched up into the air a small distance, then the effect will reset.
When the climber calls shoot, shoot the bottom Vex cube of your pillar at the same moment the fourth beat of the effect hits. Remember, this is the beat that launches you into the air.
Step on the plate to receive a buff and call shoot. When the next fourth beat hits and the pillar players break their cubes, a set of platforms will spawn, climb the platforms.
Roam to hunt minotaurs. When you locate a minotaur, kill it, then run its Chronons through the hourglass ring to extend the time.
If the pillar players fail to shoot the cubes on time, they need to repeat that phase until they hit them. Remember, you need to shoot at exactly the moment the fourth beat hits, not while the fourth square is filled.
Wait until you hear the climber call shoot again. Then, on the fourth beat, shoot the second cube. Repeat for the third cube.
Call wait until you have climbed the platforms and interacted with the Vex effect at the top. When you are done, call shoot again. Repeat this three times.
Each time the effect cycles, the hourglass consumes Chronons. If it is empty, a 30 second wipe timer starts. The Chronon players need to constantly refresh the Chronons by killing minotaurs. If the wipe timer starts, pillar players and the climber should wait and stay ready for a Chronon player to deposit more Chronons, as this will only buy one extra beat cycle.
When the climber interacts with the final Vex spot, DPS will start at the plate the climber started climbing from. All players should head to DPS.
DPS Phase
The boss will teleport approximately to the location of the plate the climber used (Red - Lower, Blue - Middle, White - Spawn). DPS the boss.
DPS until the phase ends.
One Chronon player should break off to extend the DPS phase. During the phase, minotaurs will spawn somewhere between the boss and mid. Kill the minotaur and deposit its Chronons to extend the phase.
Repeat from the top.
---
Hobgoblin Encounter
Room Layout
In the center of the room you will see 5 portal like rings in a loop. These are the accelerator rings. While standing in spawn, there is a clear gap in the loop in front of you. The rings are numbered 1 to 5 starting from the ring to the left of that gap and continuing clockwise until the ring to the right of the gap. In the center of the accelerator rings are 3 plates that will have a little vex effect above them when active. Standing on all 3 of these plates at the same time gives buffs to the players standing on the plates.
Around the edges of the room are 5 floating platforms. During the encounter, the boss will split into 3 and stand on 3 of these at random. Beneath each platform is an interact bank point.
At the far side of the room from spawn is a large area where a Hydra periodically spawns.
Buff Players (3 Players) Non Buff Players (3 Players)
One player stands on each of the three buff plates to get your buffs. One player receives Constant, one Absolute, and one Cyclical.
Kill the Hydra at the far end of the room to spawn minotaurs.
Depending on group confidence, you may wish to collect the buffs later after the Wyverns are killed. Collecting at the start is a faster encounter method, but it leaves you with very little time.
Go to the area underneath one of the boss platforms
2 Players: Go to the area underneath one of the boss platforms
1 Player: Stay near the Hydra spawn and control the adds heading to mid.
Kill the minotaur that spawns, and collect the Chronons it drops
Platform Players: Kill the minotaur that spawns, and collect the Chronons that it drops
Mid Player: Kill the Hydra that spawns when all the minotaurs are dead
Take Chronons to the accelerator and run through any ring that is not yet active to activate it. Be sure to call out which ring you are activating.
If you are doing buffs first, it is important for the buffed players to each deposit a Chronon. This resets their buff timer.
Choose one of the platforms that has a boss instance standing on it. Look at the boss's name. The player with the buff that matches that name should go to the interact bank below the platform and interact with it.
Kill the 3 Wyverns that spawn around the arena
If you take too long, the boss will get impatient and will choose one of its forms to activate. If this happens, the player with the matching buff must be the one to activate the plate. Try to be quick so you can choose easier boss locations.
At this point the interacted with boss activates. As long as you are in its line of sight, there will be a 10 second countdown before the boss hits you with an instant kill attack. Break line of sight to refresh your timer.
The two players who did not receive a buff should look at the accelerator rings. Each player will see two rings that appear noticeably stable (i.e. not crackling with angry electricity). Each player should call out the two safe rings they see. The two rings will be different between each player for a total four safe rings.
Quickly kill minotaurs around the map and collect Chronons. When you acquire Chronons from a minotaur, take it to the accelerator rings and run through one of the safe rings called by the buff players. Clearly call which ring you are activating. Rings cannot be repeated. One player will need to do this twice to activate all four safe rings.
When all rings have been activated, all the rings will visibly stabilize. The player who interacted with the boss platform then must run through all 5 rings. The other two buff players should assist the rest of the team.
Gather in the center of the accelerator and kill adds in mid. Prioritize the Hydra that will have made its way towards the middle area. Ensure you are still breaking line of sight of the activated boss to avoid the instant kill attack.
When the runner is almost through the loop they should call out to the team to begin counting down.
One player should step just into line of sight of the boss and begin counting down the instant kill timer. The rest of the team should stand outside of line of sight in the sheltered cutout of the mid structure.
When the countdown is about to expire, the runner will hit their grenade key while standing next to the countdown player, this will place a large Vex detain field around them. When the boss attack hits that field, it is stunned, and the damage phase begins.
DPS Phase
The boss will teleport approximately to the location of the Absolute buff plate (in front of the 3 ring). DPS the boss.
In the first cycle, this will take a weirdly long time. Do not pop supers until you see the boss teleport.
The three previously buffed players will receive a buff with a countdown. One player will clearly call that they will run, and will proceed to once again run through each of the 5 rings. You must start this immediately upon receiving the buff, any delay will likely result in a lost damage cycle.
All other players continue DPS.
When almost through the rings, call for a player to begin the countdown.
One player should separate just enough to step into line of sight of the next activated boss and begin their countdown.
The timing on the parry to extend the damage phase is extremely tight. The player running must immediately start and the player counting down needs to ensure they get targeted the moment the boss activates. If you are counting down, ensure you have line of sight to all bosses as soon as the boss goes immune.
When the countdown is about to expire, the runner hits their grenade key again while standing next to the countdown player to perform the next stun.
All other players should be hiding in the sheltered cutout in mid. During this entire phase (including while inside the detain bubble) the boss continues to be damagable while on top of the activated platform.
Repeat (Up to 3 Damage Cycles)
Repeat from the top. After each total cycle, the boss the buff players interacted with will no longer be an option for subsequent cycles. E.g. if in cycle one the buff was interacted under The Absolute, you must interact with The Constant or The Cyclical in the second cycle.
Hydra Encounter {#hydra-encounter}
Room Layout
The arena has a large pit in the middle. During the encounter, the Hydra boss will be floating above this pit. Between the pit and the rally banner will be a large crooked pillar with a set of three dots in a triangle on two sides of it.
To the left and right of the arena are buff plates. Beside each plate is a door to a room.
On the far edge of the map is a small covered area.
Room Players (2 Players) Middle Players (2 Players) Flex Players (2 Players)
Split into a left player and right player, head towards the buff plate on your side.
Split into a left player and a right player. Go to the far side of the room and kill the minotaurs.
Split into a left player and a right player, assist the mid players on the minotaurs, then assist the room players in killing the enemies there.
After the minotaurs are killed, a Cyclops will spawn on each side. Kill them to activate the buff plates.
Each player will step on their buff plate. When both players are on their plate, you will receive a buff with a 30 second timer. Head immediately into your room.
Keep mid clear.
Go into the room with the room players and kill the adds in the room for them, then rotate out towards mid to help outside.
Inside your room will be a hydra with a large light in the middle of its shield and six eyes around it. You need to stand in the cone of light from the shield, and rotate around the room with it, while in this light your buff timer will not count down (if it hits zero you die).
In your room will be sets of dots on the walls in the same pattern as the eyes on the shield. These are numbered clockwise as 1 to 6 starting with the top left. I.e. 1 is the top left, 6 is the bottom left, 4 is the bottom right, etc.
While you are in the light, one of the dots on the wall will be glowing. Tell the other room player which one it is. Keep track of your assigned room and side of the map, kill adds where needed.
When the other player tells you which eye is lit up for them, shoot the matching eye on your hydra's shield while standing in the light.
Repeat this four times. After the fourth cycle, a wipe mechanic will start, and you will be unable to shoot the eyes until it is finished.
Just before the room players do their fourth cycle, each player should stand on their side's plate to get the buff. The buff will begin when both players are on their plate.
The boss in the middle will have two rotating shields with a big light in the middle. One light will look on, one will look off. Stand in the light of the on one and look towards the crooked pillar.
If the cyclopes spawn before this step, the buff plates will be deactivated until they are killed. This delay can make the next steps for the mid players almost impossible. If you're running into this consistently, either the room players need to go faster, or the mid players should grab buffs slightly earlier.
While in the light of the hydra shield, look for a triangle of spheres above the hydra, shoot the one your matching mid player tells you to.
One side (the one you are facing from your plate) will have two of the three dots lit up while you are in the boss' shield light. Tell the room player on your side which of the three dots (left, top, right) is not lit. You will need to move with the shield to do this.
For the room players, you are technically rotating around that triangle during the entire time inside. The left one is always the one that is left from the perspective of when you first walked into the room from the door and faced the hydra.
Leave your room when the middle players are done and your buff disappears. Keep watching your buff timer, stay in the shield light if it is getting low.
Rotate with your shield light to the other side of the pillar. Shoot the two dots that the other middle player did not call. E.g. if the right player called top, the left player will shoot the left and right dots on the right side of the pillar. You must stay in your light to shoot them, the dots you shoot should light up.
Keep an eye out for the Cyclops spawns, they need to be dead as quickly as possible following the wipe mechanic.
For the middle players. Try to ensure that you shoot the opposing side pillar before the shield rotates to block it. Do everything you can do make that happen. If you need to do a full shield rotation, you will almost certainly run out of time.
Stand on your plate again to get the buff back, then return to your room. You may need to help finish the cyclops by your plate to turn it back on.
Kill the cyclopes, then return to clearing the middle of adds. Ensure your side's Cyclops is dead, then follow your room player inside to re-clear the room for their final stage.
If one player did not manage to destroy their fourth eye before the wipe, catch that player up. Destroy the remaining two eyes on each side, then shoot the center light of the shield to break it, which will kill the hydra.
The room player dying between killing their hydra and disabling the boss shield is a wipe. The flex players should endeavour to keep the exits to the rooms clear at this stage.
When both room hydras are dead, all players should head to DPS in mid.
In mid, find the side of the boss shield that has the light that is on for you. When both room players are in their light, both players destroy it.
DPS Phase
All players should gather for DPS. DPS the boss. During the times the boss is immune, clear adds.
Two players will be selected, watch for your name in the bottom left. The boss is immune until the two selected players are in position. Don't pop your super early.
If you are selected, find the shield side that is on for you and stand in the light. While both players are in their light, the boss can be damaged.
Eventually, a set of eyes will appear around your light. Destroy them, then destroy the center light to remove the shield. Return to the group and continue DPS.
Repeat 3 Times (each player will be selected once)
Repeat from the top.
Final Encounter {#final-encounter}
Room Layout
Once the encounter has started, the arena has a large pit in the middle. During the encounter, the Harpy boss will be floating above the edge of the map on the opposite side from the rally banner..
Around the far half of the map are three buff plates. In order: Constant, Absolute, Cyclical
Around the central area are a series of short pillars with an etched circle on top of them. Once the encounter has started, a ring will appear in the middle with an hourglass below it. During the encounter, floating mines will orbit around the map.
Constant (3 Players) Constant (1 Player) Absolute (1 Player) Cyclical (1 Player)
3 hydras and a number of enemies including several minotaurs will spawn. As a team, kill these. These number breakdowns are not rules. There are many different buff counts that work, 3-1-2 or 2-2-2 seem particularly useful. But, we found that if the players running absolute and cyclical can stay alive, 4-1-1 is very reliable. It is worth noting that the community strategy heavily tends towards 3-1-2, with two Chronons banked per phase which does cut time from the mechanics phase..
All Constant players stand on the left plate Stand on the middle plate Stand on the right plate
Ensure all 6 players have their buff
Mechanics Phase
Throughout the fight, the boss will expose harpy cannons that attack the team. Only players with the constant buff can damage them. Work together to destroy them. When cannons are destroyed, Constant player buff timers are refreshed.
Gather with the Absolute player and the Cyclical player around one of the short pillars with a circle on it. Do not jump on it yet.
Gather with the Constant player and the Cyclical player around one of the short pillars with a circle on it. Do not jump on it yet.
Gather with the Constant player and the Absolute player around one of the short pillars with a circle on it. Do not jump on it yet.
While the harpy cannon is up, the boss will pick a player at random to target with a giant laser attack. Avoid this attack at all costs. The attack does not end when you break line of sight, it's simply shooting the wall you are hiding behind. Be careful not to leave cover too early.
Keep the arena clear of enemies until the next harpy cannon phase
Once the 3 Constant players destroy their harpy cannons, the pillar will have a Vex circle on top. Jump into it at the exact same time as the Absolute and Cyclical players.
Once the 3 Constant players destroy their harpy cannons, the pillar will have a Vex circle on top. Jump into it at the exact same time as the Constant and Absolute players.
Once the 3 Constant players destroy their harpy cannons, the pillar will have a Vex circle on top. Jump into it at the exact same time as the Constant and Absolute players.
Repeat this loop until the other team is finished. You will receive a short buff allowing you to see various details of the arena.
You will now see the floating mines highlighted in different colours. Locate a mine that matches the colour called by the Absolute player.
After a short delay, you will be able to see the colour of Chronon needed by the central ring based on the colour of the falling sand effect around it. Call that colour out.
You will now see most of the mines lit up white, and some that are not. When the Constant player calls the location of a mine, confirm it is glowing with a clear call of real, or call for a new mine if it is not glowing with a clear call of fake
The Constant player can shoot at the mines safely, it makes for an easy way to indicate which mine matches.
If the Cyclical player called the mine as fake, locate a different mine of the matching colour. Repeat until you find a real mine.
When the mine the Constant player indicates is confirmed to be real, shoot that mine.
When the real mine is destroyed, it will drop unaligned Chronons. Pick them up and run them through the hourglass ring.
If your pillar buff expires, the locations of the mines are unchanged, and the Absolute player can still destroy the mine the Constant player identified.
Repeat Until Hourglass is Full, Then Shoot the Vex Cube in the Hourglass
I've heard that breaking the Vex cube immediately, the boss phase 2 bug can occur. Rumour is that waiting about 5 seconds after filling the hourglass can help reduce that issue
DPS Phase {#dps-phase-final}
A series of platforms will appear near the plates on the left side of the arena. Climb up them to get on top of the boss.
Backup the solo Constant if needed, but otherwise just hold on for the moment. Gather around one of the four pillars with the other two solos. Gather around one of the four pillars with the other two solos. Gather around one of the four pillars with the other two solos.
You will see two glowing Vex spots around the pillar. These are two points of a triangle. Stand and emote in the empty spot where the third one should be.
You will see three glowing Vex spots around the pillar in a triangle. When the Constant and Cyclical players are both emoting on a spot, find the one neither are on and interact with it.
You will see two glowing Vex spots around the pillar. These are two points of a triangle. Stand and emote in the empty spot where the third one should be.
Repeat for each of the four pillars
When all four pillars are finished. DPS will begin.
DPS Cycle {#dps-cycle-final}
DPS the boss. During damage, two giant laser attacks from the boss will rotate around the arena. One will be on the inside line of the circle, one on the outside. When you notice one coming, call out whether it's inside or outside, and step to the safe region to avoid it.
DPS the boss At final stand, all six players can just purely deal DPS.
After a short period of time, a Vex ring will appear with Chronon sand in one of the three colours. Identify the colour.
Multiple coloured Chronons will be around the arena. Find the matching one and deposit it in the Vex ring to extend the damage phase.
Repeat 3 Times
Repeat from the top.
I you find any errors in this guide, reach out to me on Reddit at /u/Sergeant__Slash (with two underscores), and I I make sure it s updated
Date Updates {#date-updates}
28-09-2025 Its been a while, and the Epic raid is here, Im working on an Epic updated version of this, it just might take a little bit :D
24-07-2025 Updated Hydra roles for mid and flex players to remove errant information regarding minotaurs affecting cyclops spawns
Added mention of using immune phases to clear adds in Hydra
Added note to the Hydra section warning about shield rotation timing when mid players shoot their partner's pillar dots
Added note to the Hydra section warning about room players dying between their hydra kill and DPS
Fixed box size on Hobgoblin obscuring part of the room description
"Praedyth" said: I m glad to see this has been helping people, I ll keep things up to date for a while, its still the early days of tech on this raid. Best of luck out there Guardians - Praedyth
Date updates recorded by the author.
Note: This document contains detailed strategies for a Destiny raid, including room layouts, buff mechanics, Chronon collection, hourglass interactions, and DPS sequencing. Use this guide to coordinate team roles, timing windows, and execution phases across Wyvern, Hobgoblin, Hydra, and Final encounters.