EDIT: With the level cap raised to 40, the implementation of the light level system and the nerf of the Gjallahorn you may now disregard whatever is listed below and in the guide when it comes to gear/level requirements.
[0.Introduction]Flawless raider is arguably the toughest achievement in Destiny. Your own skill is not the only factor that might prevent you from earning this achievement, the quality of your companions and whether or not they are capable of coordinating as a team are equally important.
After a lot of trial and error, tweaking the strategies and doing attempts with fireteams consisting of different individual participants i have unlocked this achievement and i have decided to share our strategy in detail with you. I am hoping this guide will be able to aid at least some among you in tackling this test of teamwork. We were able to do it on both Crota and Vault of Glass.
I have decided to write guides for both the Vault of Glass and for Crota's end. ( See detailed guides for both raides below)
This guide is no guarantee for success. It's no fool proof plan that cannot go wrong ; it is merely a strategy that worked for my team and lets us run these raids with the least amount of casualties. The guides may not always provide the fastest strategy or even what some could argue to be the 'best' strategy. These strategies try to cover the 'safest' strategies for the average group of destiny players. These guides shy away from trick jumps, complicated glitches and anything that is just not feasible with your average fireteam. If you find yourself blessed with an extremely gifted group of players then by all means; do your thing but if you are like me and you are what i would describe an 'average' player who has to lead other 'average' players through the raid without casualties then this is the way to go.
Moving on...
1. Preparation-Ensure that everybody in your team has a fresh set of batteries in their controller.
-You have to finish this session with the 6 people that started the raid. People are not allowed to rejoin if they are being disconnected. If a person disconnects during the last phase of the raid it would be a waste to restart because the final sections of the raids are easily done with only 5 people. At that point you want to ensure that none of your random friends joins you so make sure that your fireteam is closed before you start.
This is how you do that :
Xbox One
1.From the roster section, select the icon at the top of your Fireteam roster. This will take you to Xbox Home.
2.Select Friends.
3.Select My profile.
4.On the right under JOIN IN, select Destiny.
5.Set the third option to Require invites and not Set to joinable.
VAULT OF GLASS*** Spoiler - click to reveal ***
[2. Players]
2.1 Team leader
First and foremost you want to have a team leader. You can call it head-honcho or whatever as long as there is one person clearly calling the shots and telling people where to stand, where to look and what to shoot. I will try to cover everything the team leader has to know in this guide. It is of the utmost importance that the other 5 people are capable and willing to listen to the instructions that are given to them. There is a time and place for ego's and showpony behavior but it isn't on a flawless raid. Make sure you have people who understand and accept that.
2.2 Level requirements
It is not impossible to do this with people from level 26-29 but your chances of success are significantly lower compared to playing with capable/experienced level 30-32's. This is because higher levels's have better damage reduction and deal more damage themselves. This strategy is going to rely on at least several members of the team to fulfill rather dangerous jobs that require you to take a punch.
Yes, it is unfair, yes it is elitist and yes these people might be better players than a level 32 but a level 32 can take a punch from a minotaur and live to die another day and a level 26 cannot. Simple as that. It's risk reduction so if you have the option to take a level 30 over a level 27, do it.
2.3 Loadout
Everybody in your team should have:
-An oracle disruptor weapon ( Vision of Confluence, Fatebringer etc.)
-A void weapon ( not rockets or a sniper)
-A powerful sniper rifle.
-Enough synthesis for all 3 weapon types ( primary, special and heavy)
It is HIGHLY recommended that they also have the following weapons but this is not mandatory:
- Icebreakers or Black Hammers ( At least 2 of you should have these)
-Gallajahorns
2.4 Experience.
Every member must have it. You really don't want to attempt this with people on your team who have less than half of a dozen Vault clears behind their name. In addition to that; a minimum of 4 players must have experience with holding and using the relic. You do not want to risk having 3 people that do not know how to use it and then having the 3 of them being teleported together during the final part.
2.5 Classes
- Must have a Titan with weapons of light. This person should be a relatively high level.
- You want to put an emphasis on Titans in general because they are bullet sponges and since reducing our death count is more or less the mission here; i suggest that you pick as many Titans as you can. Hunters are useful as well because their golden gun instantly kills Oracles. Warlocks primary attribute is self resurrect but since they are not allowed to die at all, warlocks have lost most of their selling points, for the sake of this achievement.
- Tell your Hunters to use their Golden Gun class ( less dangerous than bladedancer) , Titans should use bubbles with Blessing of Light ( because the emphasis is on not dying) , Warlocks can use whatever they like. Having void will help against the minotaurs but the sunsinger class allows you to have a radiant skin super, which significantly increases the amount of damage you can take. This might be useful if you are going to fulfill one of the more dangerous jobs.
3.1 [THE RAID]
Adopt the mindset that you are not on the clock. It's better to be safe than sorry. Flawless raider should be your sole goal when attempting to do this; sure you can pick up some chests along the way but especially the one that requires a detour in the Gorgon maze will not be opened during this attempt.
The raid has several moments that allow for a bathroom break or more importantly: a briefing. Prior to each new section you want to stop your fireteam from advancing to the next section and sit them down to discuss the plan for the upcoming section. Make sure that everybody is aware of what is expected of them during the upcoming section so there won't be any confusion when the enemies are actually there.
3.1 Section 1 : Spires
Your team will be tasked to defend 3 spires. This is a relatively easy section and once again ; you are not on the clock. If you have to allow a minotaur to deconstruct your spire if that will prevent your own death then so be it.
Split your team in 3 groups of 2. The left side ( when facing the big vault door) is the toughest side and it's recommended that you put your best players on that side. The middle is relatively easy because their enemies will merely be enemies that the other 2 sides allow to proceed to the middle. In the best case scenario no enemy will ever make it there. The right side is relatively easy as well.
This will work for positions:
After a few minutes you will build the spires, the laser will open the door and this is your que that you can abandon your sync plates. It is worth noting that one more set of enemies may spawn even after you are done.
When going through the big Vault door you want to prevent your fireteam members from using their sparrow. This might seem as an unnecessary precaution but many times you will have people flipping their sparrows over the edge or being rammed over it because the person behind them wasn't paying attention: once again ; you are not doing a speed run, be safe and walk.
3.2 Section 2 : Defending the spires & Oracles
Tell your fireteam to stop at the cliff before they jump down. When they jump down they will automatially start the next sequence, the spires will spawn and you will not have the time to give a briefing. This section will require the longest briefing because this is going to be the longest consecutive amount of time until you have time for another briefing. So you will have to cover everything there is to say until you get to the point where you can pick up the relic for the Templar section.
At first you will be tasked to defend one central spire, this is easy. Your primary focus is staying out of the line of sight of the templar and preventing that the green negation guys (the ones that mark you if you step into the green stuff they drop) manage to sneak up on you. After a while you will notice the text 'The Templar summons it's legions'. That text is a signal that this phase is over. Instruct your team to make a run for the room that contains the spirit bloom chest on the left side whenever that text appears. You can sit this wave out until ' The templar starts the ritual of negation' .
This is where the tricky part starts and this is where planning is going to be of the utmost importance.
During the next wave you have to defend 2 confluxes, one on the left and one on the right. The one on the left ( closest to the spirit bloom room) is by far the toughest one. You want to assign 4 people to this conflux.
- Your best/best equipped player needs to be assigned to the large stairs on the left ( where the spirit bloom room is)
-You need to assign another person exclusively to the small ramp to the right of the large steps ( we used the word 'wheelchair stairs' )
-Assign one person to the large stairs leading up in the middle, have this person hide behind a pillar on the left side.
- Have one person sitting on the elevated position behind the conflux, in the preferred scenario this is you ( the team leader). Your task is to watch and assist all of the 3 positions on the left. This should be the person with the Gjallarhorn if you have one.
It is very important that people call out where the minotaurs come from so that others can give assistance if needed.
As for the right side ; enemies only come from the cave in the back and the stairs on the left side in the back. Either take a position behind the big block or at the top of the stairs and camp that spot. 2 people should be able to easily hold this position.
Once the templar 'summons it's legions ' instruct everybody to head back to the spirit bloom room again. The people on the right side may not be able to make it without getting shot so they may opt for the big block that's across the spirit bloom room ( the one you see right in front of you when you look through the spirit bloom room door) .
The next phase consists of 3 confluxes that need to be defended but this wave is actually shorter and easier than the previous one. There is no need to change the strategy, if the person who has been assigned to take care of the stairs in the middle ( the ones leading up from the cleansing circle) does his job correctly then there is no need to assign anybody specifically to the center conflux.
There is a scenario where goblins teleport up the stairs and warp almost all the way to the central conflux. When that happens the person who has been assigned to the middle stairs has to run back ( on the outer perimeter where the templar can't hit him) and take care of the goblins that will be sacrificing themselves in the middle. The support guy ( the one standing on the elevated position) will have to focus on the central stairs in the meanwhile.
Oracles
Now the oracle phase starts. There is no break between the conflux and the oracles section so you should make sure people are well aware of their respective positions because you will not have time to brief them. Oracles are always priority 1, after that minotaurs and after that hobgoblins and smaller goblins. But no matter how important an oracle may be ; your own safety is more important so if you need to hide and restore your health before shooting an oracle; do it.
For this section you want to place your team in a dice 6 formation 2-2-2.
You should put 2 guys (G5, G6) with icebreakers in the back ( at the top of the stairs, where the central conflux was located). Assign one at the top of the left stairs and one at the top of the right. These should typically be your lowest level guys because their job is the safest but ensure they have maxed out Icebreakers. Their job is two-fold. They have to snipe the hob-globins that spawn on the floating platforms across the map and call out oracles when they spawn as they have a good view of nearly all oracles ( with the exception of the one in the middle) .
The next 2 guys (G3, G4)are going to be your crowd controllers. You will place them at the bottom of the left and the right stairs ( assign one side to each one). Their job consists of taking out enemies and shooting the majority of the oracles. Ensure that these guys call out every oracle they see so people will know where they are and can help shoot at them. They operate in the area at the bottom of the stairs and when there are oracles they should be actively searching for them.
The last 2 guys (G1, G2) should be your star players, your highest levels and most capable combatants. These will be halfway up the stairs at the front ( roughly where the spirit bloom room is and where the right conflux would spawn). Their job is exclusively to pay attention to the oracles that spawn in the front left ( near the templar location) and the front right ( almost entirely in the back on the room, where the big vault door is) aka 'The hidden oracles' This puts them in the line of sight of several waves of enemies and they should be able to take care of these guys themselves if needed ( even though the crowd controllers can help them). It is of vital importance that the icebreaker guys keep an eye on the hobgoblins because these guys will pay for the consequences if the icebreaker guys fail.
That looks like this : Note that G5 and G6 ( The icebreakers) should be at the top of their respective stairs.
Inform your team to call out the location of every oracle they see, then remind them to do this again and then bug them about it some more. Even on normal difficulty an oracle might go down relatively slow if only one person is shooting at it. It gets harder if you have a minotaur firing at you in the process.
There are 7 waves of oracles. Note that wave 5 and wave 7 have the last oracle appearing in the middle ( so you have an indication how far you are with the waves in case you are too lazy to actually count them). It is worth noting that during wave 3 : 3 out of 4 oracles appear on the right side so the left crowd controller might want to help out the right side during that wave.
3.3 Section 3 The templar.
If you have successfully killed the oracles and are all still alive a relic will spawn. Do not pick up the relic just yet. This is another moment where you can brief your team because the next sequence will not start until one of you picks up the relic.
For the next section you will all go up to where the right conflux was located. You will see a big block between the location where the conflux was and the cave where the enemies would spawn. That block is going to be your hiding place.
This is the one :
Instruct your team to refrain firing at oracles. Both oracles should spawn more or less at the same time and also disappearing within seconds of each other if they are not shot. This is going to change when you shoot them. You are going to let the oracles mark you. Tell your fireteam to gather behind the big block whenever they get marked. Everybody should stay around that block at all times and whenever the mark appears and the screens get green they must all meet up in one specific spot ( make sure everybody knows exactly where that spot is, paint a big red cross on the ground if you have to) and then the relic carrier will be able to cleanse them.
If the relic runner has been killing plenty of harpies he should have his super charged by the time you get marked for the first time. Once you do a cleanse for your whole fireteam (everybody should be grouphugging the relicrunner now) , get out of the the cover of the block, locate the templar and shoot his shield down with your super. Be sure there are no harpies anywhere near the trajectory of your firing line because harpies often fly in front of your relic bolt or will divert the course of the bolt because the auto-aim pulls the bolt towards the harpie which causes you to miss the shot. If your shot hits everybody else should unleash hell on the templar.
Make sure there is a routine in your play here. Everytime you are marked, cleanse your team and fire at the templar right after that happened. This ensures that you are safe from being marked while you are shooting at the templar and everbody in your fireteam knows when they can shoot at the templar. Be sure to call out when you remove the templar shields regardless.
Once you have shot the templar with the relic you must stand perfectly still for a few seconds because the templar will detain 3 fireteam members at random and that can be the relic runner as well. If you run/dash or melee yourself out of your detained bubble you will die and you will be considered a failure of life by the rest of your team. It's rather easy to accidently melee yourself out of the bubble. I've seen it happen plenty of times because the relic runner fired the super and immediately went after the nearest harpy. Make sure the relic runner is aware of this and if necessary remind him every time he's about to fire his super.
Note: The same risk applies to everybody else ; when the relic runner is shooting the shield down nobody should be jumping because you might get detained in mid air and will fall out of your detained shield, which results in death.
It is worth mentioning that your fireteam members could cluster around the relic runner once he is shooting the shield down. The relic runner can remove his detained bubble with one single ground pound attack, as well as all the detained bubbles that are around him. If you find yourself standing next to the relic runner when he does that you will be instantly freed from your detained bubble.
Now this is important; when you fire at the templar: DO NOT USE YOUR ROCKETLAUNCHER. If you see anybody in your team using a rocket launcher on the templar you are obligated to boot him from your team and mail him a flaming bag of dogshit. The reason why such drastic measures are the only appropriate response is because there is a more than signficant chance that the rocket will explode in your own face during this section. 3 of you will randomly get detained and that means the rocket will collide with your own detained bubble, in addition to that risk there are harpies who often simply fly right in front of you and catch your rocket. If all of you are of a decent level and everybody uses their icebreakers/snipers then the templar will easily go down well before it enrages.
Now you want to tell your Titans to switch to the striker class and your hunters to their golden class ( if they were not already using this class). Warlocks should have already been using Voidwalker in the first place so they can keep their respective classes. Picku p as many left over weapons of light bubble orbs as you can. The reason for this will become apparant soon.
3.4 Section 4 Gorgon Maze
Follow the blue line:
Before you get to the Gorgon maze one of the trickier parts of the mission starts ; actually getting to the Gorgon maze. You can either use the intended route and make one giant leap down or use the route through the spirit bloom room that consists of a lot of smaller jumps. I personally prefer the latter option because it conveniently lets you pick up the chest that can contain exotic weapons and i feel it's slightly safer but do whatever your fireteam is more accustomed to. Make sure there is plenty of space between the members of your fireteam so they won't bump into each other or fall on top of each other's head. Make sure everybody has plenty of space to jump and land. Stress to keep it safe so have them land on just about every platform and slowly descending, rather than making a big leap of faith. This section shouldn't be going wrong but occasionally it still does because you get bumped around and you will have no way to rescue yourself from certain death.
In the best case scenario most people will have made some decent progress with charging their superpower after the templar boss bottle. Hopefully you won't be needing these supers but you want to hold up for a bit and let people charge their supers because they are going to be your emergency failsafe in this section. Tell all your fireteam members to walk around with rockets, shotguns or whatever their most powerful weapons are. If a Gorgon spots one of you then it's of the utmost important that this Gorgon's vital living functions are ceased without any delay or hesitation. Stay together with the 6 of you and be prepared to punch a gorgon in the teeth if things go south. If a Gorgon spots you it's not all that difficult to kill one but all others will become stronger after the first one.
Once you get to the Gorgon maze you want to assign one person to lead. This person must know the maze well and must lead you through it. It is highly beneficial if people know the proper route through this maze themselves but if you have people on your fireteam who are slightly oblivious to how to get out of this maze then have them follow your exact footsteps.
Here is a video with the proper route on hard: ( same route works on normal)
Have your Titans switch back to Weapons of Light after you have completed the Gorgon Maze.
3.5 Section 5 The Jumping puzzle.
Chances are this is the part where at least one of you is going to fail at least once. One must realize that although there is a very real possibility that this is due to the lack of skill of the failing participant, there is also a possibility that people are just nervous. This is the section nobody wants to fail and this is also the section where you as a fireteam leader have absolutely no control over the outcome of this endeavor.
My fireteam was rather nervous at this point and for that reason i decided to send them across in pairs of 2. The safest option is to have them jump across one by one but this takes a rather long time and the people who are waiting up there are not really have the best time of their lives at that point so you can safely decide to send them in pairs of 2 if you like. If you do that ensure that these pairs divide themselves in right landing and left landing, indicating what side of the cliff they will land on, to avoid collisions.
Immediately jump when you hear the sound of the platform, the first platform will appear instantly. Jump over to the next platform that will spawn to it's right. Now ; if you are a warlock or Titan you can jump off here and simply glide to safety if you wish but if you are a hunter or want to play it a little safer you can opt for waiting a few seconds on the second platform and then jumping to the third one ( which will spawn on your left) and then jump down to the ledge. Everybody in your team must be familiar with the jumping puzzle ( seriously don't even attempt this with people who can't do this 99/100). Make sure they land on the right ledge
( The lowest one in this picture: )
Make sure they jump across the invisible wall
( This one: )
... and team up at the bottom.
3.6 Section 6 Gatekeepers & Atheon.
Give your team some time to get a fresh pair of underwear after the last section and line them up again for another long briefing. The next 2 sections have no break between them so everybody must be aware of what's going to happen next.
This is where Gjallarhorns are going to come in handy if your fireteam has them. In the preferred scenario you have a level 32 with a Gjallarhorn with you.
Tell your team to equip their icebreakers. Open the door to the Atheon Arena section but do not go in, instead camp on the stairs and ensure that your team snipes all the enemies before going in. Especially the yellow Hobgoblins because they will pose a major threat. They need 2-3 shots to kill you regardless of your level and if a small firing squad of them has lined up you might be caught by surprise so clear that room before going in.
This is the map of the room :
For the next section coordination is going to be very important. You guys will do the Mars ( left) and Veus (right) portal one at the time. I know this can be done simultaneously and if you feel more confident doing it like that then be my guest but we opted for doing it one at the time so we wouldn't spread our team members too thin over 2 spires that have to be kept open.
If you have a person with a Gjallarhorn, send him into the Mars portal with a Titan that has a charged weapons of light bubble. Everybody else will keep the mars portal open. Once this army of two enters the Mars portal, they should immediately go to the walkway on their left. Have the Titan put his weapons of light there and fire your rockets at the Gatekeeper. This gatekeeper is harder to kill than the one on Venus and therefore it requires two people.
Once the gatekeeper is down, have the person with the Gjallarhorn get out of the portal and have him wait right outside the portal. His screen will slowly turn black and one of the people who is holding the portal open has to stand next to him and cover his back because harpies will appear from behind the portal.
In the meanwhile the person who didn't have a Gjallarhorn ( or does have a Gjallarhorn if you are in the luxury positions to have multiple people with Gjallarhorn on your team) should be picking up the relic at the top of the stairs on mars. Once he has the relic he should Immediately run back and gain altitude at the top of the stairs on mars ; now air dash ( quickly hit the normal melee button) back to the portal. Go through and wait until your bubble is fully charged. Cleanse yourself and the person with the Gjallarhorn who was patiently waiting for you to get out of the portal.
Now the person with the relic has to go to the middle of the Atheon Arena and ascend the stairs ( the stairs where Atheon usually spawns during the next section) . This person must do that very quickly because a minotaur will spawn up there. The aim is to reach the minotaur before it spawns or right after it spawned. Use a jump and heavy ground pound attack on the minotaur. If you are a level 32 then the minotaur should die in 2-3 hits. Another minotaur will spawn shortly after, in the exact same spot. Minotaurs will spawn until this section of the raid is over.
The yellow blip at the top of the picture is the relic holder that came from Mars. The other person who went to Mars ( the one with the Gjallahorn) will head straight to Venus :
If you have done this correctly your relic holder will never be confronted with multiple minotaurs at the same time and he will be able to await them at their spawn location and take care of them right when they spawn. This may require some practice but it's perfectly doable.
NOTE: This is why you needed a high level Titan : a level 32 will have no trouble completing this while a level 31 should have more trouble. A level 30 or below is not recommended for this job.
NOTE: In the situation that you do have a level 32 but he isn't a Titan with weapons of light you need to have the Titan run into the Mars portal, throw his weapons of light down and immediately run back out. Have a level 32 accompany your person with the Gjallarhorn and have the level 32 pick up the relic. If the Titan was quick enough he should have made it out before the gatekeeper died and therefore should not be marked. ( Ergo; you will go in with 3 people : One Gjallarhorn, one Titan and your highest level).
It is important that your highest level has the Mars relic because he has to hold off an endless stream of Minotaurs. This is one of the jobs that requires you to take a punch.
Your star player is currently taking care of an infinite stream of Minotaurs. The second the previously mentioned Mars relicholder and his Gjallahorn are both out of the Mars portal your team may abandon the syncplate and run over to the other side to take care of Venus.
Have everybody (minus the person who is holding the Mars relic and taking care of the Minotaurs in the middle of the room) open up the Venus portal and then have the person with the Gjallarhorn( who previously went to Mars as well) enter the portal and solo venus.
If you have a second Titan with weapons of light you can have the Titan place that bubble so the Gjallarhorn guy will have an easier job killing the gatekeeper. Once the gatekeeper is dead, the person who is currently inside Venus should pick up the relic at the top of the stairs. ( Use the right side of the stairs to prevent yourself from getting shot), pick up the relic and camp there for a few seconds until your bubble is fully charged. Your Relic runner should cleanse himself and make his way back to the portal, leave venus and cleanse yourself again.
Once the second relic has left Venus you want to order your fireteam members to head to the middle of the Atheon Arena. A Conflux will have spawned in the middle of the room.
You now have 2 people holding relics and 4 without relics. One of the relic holders ( the Mars one) is currently at the top of the middle large stairs taking care of Minotaurs. Tell your 2 relic holders to take care of the small portals instead. Assign one to each portal. ( i prefer to assign relic runners to the portal where they got their relic).
Everybody else should now be taking care of the large stairs that was previously being covered by the Mars relic runner.
In the situation that one of your relic runners is not a level 32 ( and therefor might have some problems taking care of the small portal by himself) you want to assign one other fireteam to the two smaller portals Only 3 people will be taking care of the large central stairs and this 4th guy who is helping with the smaller portals should be firing rockets or golden gun shots at the minotaurs and persucutor hobgoblins that come from the smaller portals.
This section should be over before you realize it has even began. The conflux will disappear and you will get a loot drop. Now head to the back of the room and get into hiding because Atheon is about to enter the field of battle.
You want to make a hierarchy here. 4/6 should be familiar with the relic so make a lineup for who will pick up the relic first , who will be second etc. In the situation that everybody is just about equally equipped, evenly leveled and equally experienced you can just tell everybody to pick it up and then whoever has it first is the one who gets to hold it.
Atheon will teleport 3 of you to either Mars or Venus. You can tell by looking at the minimap where people have been teleported too but have them call out their location regardless. The other 3 have to open up the portals. If you are not teleported ensure that you jump on top of the block in the middle of the spire circle otherwise a harpy will hug you and explode in your face.
If you are teleported and one of you has the relic it's important that you realize that Mars and Venus both require a very different strategy.
MARS:
On mars you shall not shoot at the bad guys at the bottom of the stairs. Let the relic holder take care of them.
2 alternate strategies apply here :
1) sometimes the hobgoblins at the bottom are spread out rather far or are already aggressive, in that case the person who is holding the relic has to call for LOCK on one of the hobgoblins. Locking an hobgoblin means that the people who aren't holding the relic will shoot at that particular hobgoblin so it will trigger it's fire shield. This will give the relic runner some time to take care of the other two hob goblins and then finish off the third. Be very specific about which hob goblin should be locked because i've had one of my attempts fucked up because the relic runner just shouted 'lock' and all 3 hob goblins got locked at the same time. That means you cannot damage them and they will all stand up at the same time and rip your relic runner to pieces.
2) If you have a high level hunter with you. One shot of the golden gun can finish off a hob goblin so he can take care of all 3 hob goblins if needed.
Make sure that everybody has an oracle disruptor weapon in its primary slot and just ensure that oracles get destroyed in the order they appear. Once only 2 oracles are left ( which should spawn next to the exit portal) your relic holder will give his last cleanse. Once he hase cleansed them, leave them on mars with those last 2 oracles for them to kill. It should only take them a few seconds to kill them and they should be fine. The reason why the relic runner has to do this is because a timer starts to run the minute Atheon teleports 3 of you. The faster you get out of the portal and team up in the middle, the more time you have to actually shoot at Atheon.
The relic runner should run out , take a left and jump to the platform in the center and pop it's bubble. Make sure your bubble is as far away from the vertical block as possible because you can get splash damage from that rock. At this point your team should have about 22-30 seconds to shoot at Atheon.
VENUS:
Venus is the more tricky location to be teleported to because a minotaur will spawn there. Have the person who is holding the relics jump and ground pound the minotaur and the two axis hobgoblins that are there but the opposite of Mars is now true ; EVERYBODY SHOULD BE UNLEASHING HELL ON THOSE ENEMIES. Have your fireteam shoot their rockets at the minotaur because this is by far the trickiest part of this raid if they do not.
Once they've done that they should immediately start taking care of the oracles because they are a little behind on schedule ( because they helped to take care of the Minotaur first) However ; the relic runner has the option to bring everybody back on schedule because he can take down an oracle with his super ( you have no other use for it anyway). Once again ; give the last cleanse with 2 oracles left and run out. Take a right this time. If you have time
Once you've left the portal you should immediately call that you are running out so your Titan ( if you happen to have one that is not teleported) has time to put his weapons of light bubble in the back of the middle platform. In the perfect scenario you have 2 bubbles ( one weapons of light and one relic bubble) that barely even collide because you cannot fire out of the weapons of light bubble.
That should look like this :
The relic runner should turn around ( while still keeping the bubble up) and look at the fireteam members that are in the bubble and are sniping Atheon. This is so the relic runner can ensure nobody accidently steps over the edge and falls off the platform.
If you have people with Black hammers who have not been teleported you can let them snipe Atheon while standing on top of the spireblock. If you do that you must ensure that at least one person is killing the supplicants though.
If you do this with 6 level 32's , a weapons of light bubble, 6 icebreakers or black hammers while also having the full 22-30 seconds ( because the relic runner ran out of the portal while leaving 2 guys behind) you should be able to finish of Atheon within only one run. Otherwise the relic runner has to count down and make sure people leave the center when there is 5 seconds left on the clock.
Alternatively ; you keep shooting until the last second and then have your Titan pop a bubble in the middle to protect you all from harm after the relic bubble disappeared.
Rinse & repeat until Atheon is dead.
A couple of notes regarding the last section :
-You cannot fire a rocket out of the relic bubble and if you decide to jump up, quickly fire your rocket and then fall back in you are taking unnecessary risks for relatively little reward. Even the Gjallarhorn is only 'meh' against Atheon. Use the safe option and use Icebreaker/Black hammer
-Do not throw grenades at Atheon. This causes him to walk around and you will make it very hard for snipers to hit him properly. The same applies to most rocket launchers.
-The Achievement may not pop up. You can trigger it the same way you can trigger every other bugged Destiny achievement : by hitting start -> switch profile -> log back in to Destiny, it should pop after you have selected your character and are floating around in Orbit.
CROTA's END*** Spoiler - click to reveal ***
Alternatively; you can opt for the Crota raid if you have a fireteam that has the Crota DLC. The Crota raid is the shortest and arguably the easier option when it comes to raids. The Crota raid comes at a minimum difficulty of level 30 and therefore the necessity for higher level players is more prevalent than it was with the Vault of Glass. None the less : i have successfully completed Flawless runson both Crota and the Vault of Glass and i find it was much easier to carry lower level players on Crota than it was on the Vault of Glass.
While the Vault of Glass strategy i have described above relies on at least half your team to be able to fulfill rather dangerous tasks ; during the Crota raid that is limited to only one player : A level 32+ Hunter. Although this person can be a level 31 or even a level 30 if needed, for the sake of this strategy it is very important that him or her is experienced because 2 of the trickier jobs will rest on his or her shoulders. Him or her should have experience with twielding the sword during the last section and it it is highly preferred that this person also knows how to solo the thrall pit ( the first section of the raid) .
SETUP:
Ensure that your hunter has his class set up with the following perks enabled:
(Hunter) Class: Blade Dancer
-Shadowjack : increases invisibility effects
-Stalker: Become invisible after crouching
-Escape Artist: Become invisible after landing a melee attack
-Way of the Drifter: Increases Agility ( armor and regenation are of no importance during the last section of the raid because Crota will instakill you and you cannot regenerate anyway)
(The Others) Classes
- Titans can heal with their 'Armor of Light Bubbles' that are a part of their defender class therefore this class is recommended.
-Warlocks can only heal by dying and self-resurrecting but that's a big no no for this achievement so just use whatever you like. The Fireborn class can be an orb machine if you finish of 'yellow' knights with them so you might as well do that and be of some use to your team.
Weapons ( Hunter)
- MIDA-MULTI-TOOL: Have it set up for max agility. This weapon makes the first section of the raid ( thrall pit) very easy. You can just outrun thralls and even with weight 10 you will be able to run at a decent speed. More importantly; this strategy will require you to jump on top of a specific rock that can only be jumped on with the MIDA if you are at weight 10. Otherwise this rock will only be accessible if you do not have weight of darkness
-Red Death: Bring it in case you need to heal yourself ( or bring a SUROS)
Weapons (Others)
-Gjallahorns: Your other team members should preferably have Gjallahorns, Hungers of Crota, Truth or any other homing rocket ( in that order of preference)
-Snipers: Anything will do but fire damage is best (Because we need these things for the wizards)
Armor: (Hunter)
Don't Touch me Gauntlets: These turn you invisible when you get hit by a melee attack. This is going to be very useful during the first phase of the raid.
Mask of the Third man: Once again; a precaution much like the red death but you will not be able to regenerate health during the last section of the raid and this helmet allows you to regenerate health by picking up orbs.
Armor: ( The others)
- Anything that lets you heal. The Titan has the Insurmountable Skullfort Helmet that does that and the Warlock has several choices that do that such as Apothesis Veil.
Part 0: Jumping into the Hellmouth
Why am i covering this section? Afterall there are no enemies here. The reason why i start here is because you occasionally have people who manage to die at the very beginning anyway. Primarily for 2 reasons.
1) They jump before the bridge is fully constructed ( you want to tell your people to stop being silly and just play it safe)
2) After they have jumped down they die once they reach the thrall pit. Now ; this is a far more forgiving way of dying and the Darwin award should not be awarded to the unlucky few that meet this doom. However; there are ways to significantly reduce the chances of landing face first in the concrete and sharing the 'Destiny'( pun intended) of all the cadavers that are already down there. Take turns jumping down because many of those first-minute-deaths can be credited to landing on top of the person who jumped prior to you. Once you have landed ; immediately jump to the right or left so the next person that is going to land, can land safely.
If for some reason this goes wrong and one of your fireteam members now rides in the fields of Elysium then you should just restart the raid. You're only 1 minute in anyway.
Part 1 : Thrall pit.
If you have all landed safely in the thrall pit then it's time for your Hunter to prove his worth. As with the Vault of Glass guide; this guide will focus on risk reduction and in this case risk reductions means ' reducing the risk to only one person'. The way the thrall pit works is that the fastest person is usually not bothered by the thralls too much ; he can remove his weight of darkness and run to the next lamp before the thralls are there half of the time. The last person to arrive at the lamp will often find himself in a more troublesome scenario because they are confronted with groups of thralls. So unless you all run as a very organized little train of people , i suggest having the hunter do it alone. The hunter should ensure that he is invisible when running from lamp to lamp while ensuring that he stops at the lamps to remove his weight of darkness. Some of the lamps can be skipped because they are very close to the next lamp. Primarily lamp number 2 ( see picture below) is one i tend to skip because lamp number 3 is very close by and a cursed thrall is sitting next to lamp number 2. If you have the 'dont touch me gauntlets' you can let a thrall hit you to become invisible but you can also just crouch at the lamps to achieve the same result. In the best case scenario you are sitting next to the lamps, taking your weight of darkness down while becoming invisible so you will be able to run from one lamp to another without being chased by thralls.
Any experienced Crota Hunter should be able to do this and truth be told; it's not that hard. If you are not yet up for the task you can always practice this before you do your flawless attempt. It's the first section of the raid so you can infinitely restart it if you have to. Having your brightness maxed out helps during this section.
The tricky part is at the end. You will now have reached the platform that you need to stand upon to build a bridge that will take us to the next section of this raid. The problem with this is that a lot of enemies will spawn including one Ogre. Okay your Hunter 'might'be a self-proclaimed terminator but let's just say that it's more than a little risky to let him fend off these enemies on his own and since his teammates should still be sitting at the platform that they have landed on after they jumped into the Hellmouth we are not going to pursue that strategy.
What you want to do is ensure you have no weight of Darkness prior to stepping on the sync plate that you see in the picture below. Cleanse yourself at the last lamp.
As you can see there are 2 rocks with 2 little wall-thingies behind the plate. We are going to sprint and jump on the right one. If you have agility at a decent setting you should be able to ump right on top of this. You will only get one attempt because if you miss then your weight of darkness will have build up again, thralls will be behind you and your job will get a lot more stressful.
The MIDA MULTI TOOL allows you to jump on top of that rock regardless of what weight of Darkness level you are on. Very often you will actually land on top of the little wall thingy or between the rock and the wall thingy. Ensure that you jump again and are actually sitting on top of that rock because thralls can hit you on the wall or in the crack. Make sure that you crouch so you become invisible every few seconds once you are up there. The thralls should now leave you alone but an Ogre will spawn and he might walk slowly towards the platform you are on. Several strategies apply here. If you have a black hammer or Icebreaker or something of that nature you can just snipe him from a distance. The ogre won't shoot you until he is about 20-30 meters away from you. 3 precision damage shots of a Black Hammer are enough to finish him off. If you decide you don't fancy a spar with the Ogre then you should become invisible and slowly walk backwards so you will fall of the back of the rock. Hide behind the rock until the bridge is fully build. Once it is ; Use your super ( which should be charged by now) and become invisible. Now simply run into the light.
NOTE: If you did not like my suggested rock (haters) you can also jump on the one that is to the right of the lamp ( when facing the tunnel with the bright light, the same direction as the picture is facing). This rock is significantly lower and it's possible to jump on top of it with weight 10, even without a MIDA but it comes with 2 risks. 1 ) the lamp explodes and you must ensure you are not sitting on top of that rock when that happens, 2) it's much closer to the Ogre and hiding from the Ogre is not very likely. Killing it is the recommended strategy if you are going to be sitting there.
This is the perspective from the alternative-way-less-cool-but-still-functional-rock i just described:
NOTE: IF your team has been waiting for the enemies to despawn and follow the hunters footsteps they should wait at position 7 ( see the thrall map below). Over there they can provide sniper cover for the Hunter. If they have Icebreakers with the firefly perk then they can take out groups of thralls with only 1 shot. This comes with the minor additional risk that the Ogre fires down at the fireteam members. ( yes, he occasionally proves himself to be quite the marksman)
Part 2 : The Bridge
http://cobb.typepad.com/.a/6a00d834515ae969e201b7c73e89a4970...
If your Hunter has successfully made it through the light and everybody is still alive you will now face the bridge section. This section is usually pretty easy due to various glitches and exploits but we cannot use any of those because they require us to accept some casualties (and self resurrects). We will have to do this legit. There are alternative options where your team trickjumps on top of the large structure/towers and if your team is proficient in doing so then by all means give it a shot but for the sake of this guide i am going to presume we are dealing with moderately experienced Crota-raiders.
Once you step on top of the middle platform that is close to the bridge , the bridge will start constructing and the annihilator totems will start to ignite. Once they totems reach a certain state they will explode ( kinda) and kill everybody. In order to prevent that from happening you need to ensure that somebody stands under or right next to that totem. If nobody is standing on the bridge platform then the totems won't grow. You need to stand on the middle platform to build the bridge though. That much for the obvious information everybody in your team should be knowing in the first place..
Once the bridge is being build a sword bearer will spawn, once that sword bearer spawns it should be killed and one of you can grab the sword and run across the bridge. This bridge can only be crossed if you are holding a sword. Otherwise you will just fall through. Once 3 people are on the other side the situation will reverse. The bridge platform on the other side ( the side you need to go to, henceforth referred to as the 'Crota' side) is now the platform you need to stand on to build the bridge and the annihilator totems on the Crota side are the totems you need to protect. The people on the original side ( the side you came from) should focus on staying alive and killing the sword bearer.
Now i can finally get to the part that is 'Flawless' specific because thus far i have only described the normal strategy for this section of the raid.
You want to make a ranking within your team here because the last person that stays on the original side will be confronted with a lot of knights, a sword bearer and an awful amount of thralls. Needless to say; this person should be able to hold his ground and survive. As a rule of thumb you can chose to send your lowest levels across first. Especially the first person that goes across will only be confronted with a single sword bearer that he has to kill on the other side. There will barely be any enemies so this is relatively risk free. I recommend sending your lowest level across first.
Now, when it comes to the second player and third player that go across it's worth noting that once the third player is across the situation will reverse and that these people that are already across will be temporarily defending a bridge platform or totem alone. This puts some weight on their shoulders and for that reason i have decided to send 2 relatively good players across as number 2 and 3. Numbers. Numbers 4,5,6 no longer have to stand upon a sync plate and i recommend that they group together on top of a pillar where the thralls cannot hit them but where they can still kill the sword bearer. The first ( weakest) player that went across should focus on either jumping across, becoming invisible or hide in a bubble on his or respective position ( either the bridge platform or an annihilator totem) untill player number 4 is across and is able to join him at his position.
Now you only have 2 people left at the original side and things will get pretty intense there. These people should preferably be Titans with bubbles and hide in an elevated position where the thralls cannot hit you. Boomer knights may pose a threat to them so focus on those. Ensure that the bridge is being build from the Crota side and tell your team to turn around and provide sniper cover for the guys that are still on the original side. Take down that sword bearer because that will become increasingly difficult, the less people you have shooting at him. The people on the Crota side should be relatively safe. No major enemies will come to confront them. If you do this well then the sword bearer should go done easily. Have one person pick up the sword and run across.
Now you only have one guy left on the original side. Once again; survive. Hide on top of a rock with invisibility or a bubble and wait for your team to take care of the sword bearer. Once the sword bearer is down, grab his sword and make a run for it.
To summarize: In chronological order you should send across your weakest( lowest level/biggest noob) across first. Players 2 and 3 should be relatively good players. Player 4 will be your 2nd weakest player. Player 5 should somewhat at the same level as player 2 and 3 ( He will face the same level of difficulty as players 2 and 3 are). Player 6 should be able to survive under rather stressful circumstances ( he's alone and surrounded by bad guys) so this should preferably be a high level Titan that can hide in a bubble or a hunter that can become invisible until his team managed to take down the final sword bearer for him from the other side.
If all of you are on the Crota side you should immediately abandon the bridge sync plate. That will cause the annihilator totems to cease their activities and your team is now free to walk around as they please. You want to ensure that all 6 of you are bunched together. We decided to make our little fortification with blessing of light bubbles on the right annihilator totem platform. Hunters should be using golden gun class, Titans, anything with a bubble and Warlocks can do whatever they please. This is a tricky section of the raid because quite a lot of enemies will spawn, including 2 ogres. Those ogres are your perquisite for moving on the next section. Once they are dead everything else despawns. You want your fireteam to be an orb-producing machine. You want a constant flow of bubbles and instant heal when you pick up orbs. Keep those orbs coming. On normal difficulty the ogres will be regular ogres ( contrary to the ones with the yellow health bar) and if the majority among you is level 32 then they should go down fairly easily.
Once they are dead it will take about 10-20 seconds for everything to despawn so don't run out like you've just been liberated of Nazi oppression just yet. Once everything is gone you can proceed to to the next section.
Section 3: Shrieker Alley
You are tasked to cross shrieker alley. Fortunately shrieker alley is rather easy to cross when you are aware of 2 things: 1) You will not be going for the chest at the end. This chest requires you to rush through this section and that's a risk you don't want to take during Flawless. So you might as well come to terms that you are not going to get those 2 shards. 2) The only serious danger here are the shrieker missiles that appear after you have destroyed a shrieker.
Your team will slowly and steadily walk through this alley as a moving firing squad. Coordinate when you take down a shrieker and once you have ensure that your team runs all the way back to where you came from in order to avoid those little homing missiles. Those purple bolts do serious damage. Once the two shriekers are down, slowly advance, ensuring that everything dies well before it comes even close to your fireteam. Among the thralls are cursed thralls and it's of the utmost importance that their living functions are ceased without any delay. Once everything is clear you can jump down to the deathsinger section through the big hole at the end of the alley.
Section 4: Deathsingers
NOTE: When i describe positions i will do so when FACING the oversoul/crota position. That is when your nose is pointed towards the place where Crota will appear and with the circular hole-room in your back. The reason why i stress this is because the next section you will be facing the direction you came from half the time and that would reverse left and right. For the sake of keeping it clear i have decided to stick with my original left and right so you don't have to puzzle whether or not right is still right and left is still left.
I'd argue that if you have an experienced sword runner with you that this might be the trickiest section of this raid and it requires some coordination. Ensure that your team is familiar with the strategy before you leave the circular room you dropped down to from the shrieker alley. ( once you leave that room the clock starts to tick).
What you want to do is send 4 people to the left side boomer tower ( when facing the oversoul position). This is the tower where the boomers appear during the final section. Have 4 people jump up to that position and pull out their snipers there.
The spot is conveniently marked with two bubbles in this picture:
( do not actually put bubbles there because that's going to make sniping nearly impossible).
You want to send one player to the left crystal room and tell him to run a lap around the crystal and then immediately run back out. The reason why we do this is because it will trigger the witch to come out. The person who did this must immediately run out and head to the left boomer tower as well. The people who are up there can now snipe the witch.
Run around the crystal : ( the big black rock in the left of the picture)
You want to assign your last person to do the same on the right. Run a lap around the crystal and head to the right boomer tower and start sniping the witch from there ( this person will temporarily be on his own but he can just hide behind the crystal in the boomer tower until he gets help if needed).
Perspective from the right boomer tower:
NOTE: An alternative method of getting the witches to come out is to throw 2 solar grenades at the left and right side of the central crystal after you have left the circular room you came from. You will pass right underneath the central crystal where the wizards are and the solar grenades can damage them through the floor. Throw those grenades at the ceiling so the grenade will bleed through the ceiling and damage the wizards, causing them to come out.
Once the wizard is down one person, preferably with invisibility and/or Gjallahorn should run into the left crystal room again ( this is the room on the right because you are now facing the direction you came from, naturally). He has to take down the shrieker and get out of there FAST. The amount of knights that are about to flood that room will rival Charlemagne's army and you do not want to be caught in the middle of that. Take down that shrieker with one or two shots from your rocket and get the hell out of there.
Everybody else who was in the left boomer tower and just killed the left Wizard should cross snipe the right Wizard. Once that is done they should all head to the right side ( the side where the single guy was assigned to). The reason you should all head to this side is because it contains significantly less enemies that the other side does.
This is where your team should now be: ( the right stairs, which are now due to our reversed stance located on the ...left)
If your team has done this rapidly you should now have plenty of time. Take down any enemy that crosses your path, especially the knights. Once you are on the doorstep of the right side crystal room you can already see the shrieker from there. Have people take down that shrieker. It's not necessary to burn your rockets on this one, it can easily be taken down without rockets and you want to save your rockets for the Ir Yut.
Once that 2nd shrieker is down you can proceed into the crystal room. Note that there are various doors in this room that occasionally open up and let thralls in. Have your fireteam clear everything in their path until Ir Yut begins 'her song'. Once that happens you will face a countdown and your damage against Ir Yut will increase. Now is a good time to throw everything you have at her. Snipe her from afar ( beware of thralls) or fire rockets at her ( beware of knights and thralls that like to catch the rockets and make them explode in your own face). Once she is down immediately backtrack your own footsteps and run out again.
Now you are going to repeat the same procedure but much slower. You are going back in and slowly kill everything that crosses your path as a walking execution squad. BE VERY AWARE OF KNIGHTS THAT ENTER AFTER YOU HAVE STEPPED INTO THE CENTRAL CRYSTAL ROOM. These knights may catch you by suprise. The room Ir Yut was in ( the one with the big crystal) has doors that open and let sword wielding knights in that are going to ruin your day if you are not paying attention. The risk on the right side of the room is that the previously mentioned Charlemagne's army is standing right outside it and will unleash a barrage of heavy artillery at you if you stand too close to the window.
Slowly make your way from the crystal room you came from, to the room where Ir Yut was located, all the way to the room where you killed the first shrieker. In the left shrieker room ( when facing Crota) are once again doors that let knights in with swords. Clear your path through the legions of acolytes and knights until you are all clear.
Group up at the Crystal in the Ir Yut room to proceed to the last section.
Section 5 : Crota
This is where you want your team members to equip their orb healing armor items, people can use Red Deaths and SUROS as long as that does not come at the cost of them using their Gjallahorns because you want your fireteam members to have those fully stocked up during this section.
Even though this section poses some risk to the regular fireteam members, this is going to be the part where you put your achievement in the hands of your sword runner because it's pretty much going to come down to him now. A minor mistake can be detrimental here so keep your fingers crossed.
After you have activated the crystal , take cover and wait for the laser doors to disappear. Clear both alleyways before anybody runs out to the Crota arena. Once you run out, Crota's timer starts and the boomers will appear. We need to ensure those boomers stay away for as long as possible because you are going to assign one person to the 'noobspot'- or 'very-important-boomer-distraction-spot' ( different names for the same thing). This is a spot that distracts the boomers and lures their fire away from the sword runner when he is doing his business. More experienced fireteams occasionally deem this as unnecessary but it eliminates and risk and when it comes to Flawless raider we are in the risk-elimination business.
Check what rockets your fireteam has. Gjallahorn is perfect, Hunger of Crota is good, anything homing will get the job done and anything else is rubbish ( prioritize in that order). It does not matter if the person holding 'The Cure' rocket without homing is number one on the PvP leaderboards or not ; right now we are looking at only thing and that is the size of his rocket ( pun intended) , or rather ...the quality of his rocket. The person who has the poorest combination of level and rocket is going to be assigned to the 'noobspot'.
This video shows you where the boomer spot is and how to get there:
The person in the noobspot has only 1 job: Fire at the wall when the sword runner is either killing Crota, picking up the sword or doing anything that puts him in the firing line of the boomers. Firing at the wall causes both the boomers and Crota to focus on the person who is in the noobspot. The noobspot person cannot get hit as long as he does not jump so this is a precaution that takes some weight of the shoulders of the sword runner. For the sake of Flawless raider, every little bit helps so i suggest you follow this strategy in regards to this but feel free to use alternative strategies with Titan bubbles or simply sniping the boomers.
You have to jump up to the boomer tower and immediately jump behind that little rock. This maneuver poses 2 risks. 1 ) Crota will gun you out of the sky ( relatively unlikely but still possible), to avoid that from happening you should make sure that the other people who are not assigned to that spot will fire at crota to briefly distract him if needed. 2) The boomer knights will be there and gun you down. To prevent that from happening it is important that the person who is assigned to the noobspot runs out of his crystal room first so he will have the maximum amount of time until the boomers appear and make it to his spot before they are even there.
The 1 person going for the noob spot has to run out of the RIGHT crystal room and the 5 others will run out of the LEFT one ( once again; when facing crota).
Once the noobspot person has given the signal then the others are free to run out as well ( this signal can be given the second the noobspot guy steps out of his crystal room). The 5 others are going to be using the Hard-Mode strategy here which means they are going to be running to the ledge in the middle on the other side of the laser window of the Ir Yut Crystal room.
Your perspective should now look like this:
Switch to your sniper, unless you have rockets to burn and put your crosshair on the door right in front of you.
This is the door the swordbearer will come out of. He has to die immediately. You may ignore every other enemy as long as that sword bearer dies.
Your sword runner should jump down and pick up the sword after the sword bearer is dead. A good swordrunner can time his run towards the sword in a manner that makes sure he is at the sword right when the swordbearer dies. If you are not that experienced then do not take the risk because doing that puts you in the frying pan, figuratively speaking. If the sword bearer doesn't die and you are down there then may God have your soul. The sword bearer is prone to incredibly frustrating behavior such as hiding, running away and suddenly remember that he left his keys in the Ogre rooms. Once that happens your swordrunner must jump down and lure him, tricky...i know but it's the only way to keep this whole thing on schedule before Crota goes for a walk.
Now there are several strategies for your sword runner here. I recommend doing the most common one and that's the one i will describe here.
Your sword runner should pick up the sword and run to one of the little rocks that are next to Crota's elevated 'stage' for a lack of better word.
In the preferred scenario you take the side where your noobspot guy is located but it really depends on where your sword bearer died.
Right now it is very important that your sword runner is a hunter and has his class set up as i have described right in the beginning of this Crota guide section. Once he is on the rock next to the stage,he has to go prone and wait until he becomes invisible. Once he becomes invisible he gives the signal to fire rockets at Crota. MAKE SURE THAT THE SWORDRUNNER AND ONLY THE SWORDRUNNER GIVES THAT SIGNAL. It is very important that these rockets hit within a close timeframe after one another or even better..simultaneously because Crota can regenerate his shields. Right after the swordrunner became invisible he should jump up to Crota.
Now is the moment where you will be able to see the difference between an inexperienced, an experienced and great sword runner. Crota is going to drop down to his knees if your rockets have hit him enough and within the right timeframe one after another and your sword runner should start hitting him. The sword runner should use the Right Trigger + pushing forward with the thumbstick attack for maximum damage. An inexperienced sword runner risks hitting to early or giving too many punches, which causes Crota to instakill him. An experienced sword runner has what the germans call 'fingerspitzengefühl' ( which loosely translates to 'talent or experience with' ) with when Crota goes down so he is able to give 4 punches instead of the recommended 3 and the great sword runner has realized the message i have been trying to convey here and that is 'PLAY IT SAFE'. - for the sake of this achievement off course, and sticks with 3 punches at a time. You can do 4 if you want but if you fuck up then i think we can all agree that the rest of your fireteam is entitled to give you wedgies.
Once the Hunter has given 3 or 4 punches ( anything less is undesirable) he must immediately drop the sword and melee Crota ( all of this has to be done before Crota stands up from his crouching position). This melee will cause you to become invisible. Pick up your sword again. Once the orange/yellow shield around Crota disappears your team must fire their rockets at him again. Once again it's easiest to just let the sword runner call out when the rockets should be flying. Crota should be going down again and the sword runner can give 3 or 4 punches again. Once he has done that he needs to get the hell out of there. OPTIONAL: drop down from Crota's platform in the middle to pick up the Chalice of Light if anybody thinks they need it, otherwise drop down where you jumped up and leave the Chalice be.
Once the sword runner has dropped down he can run into the Ogre room and stand on top of one of the doors to activate his super and become invisible so he can run back to the group safely. Crota should be running towards the right side so if that's the side you jumped down i recommend invisibility. There will be a couple of thralls in this room and i always use this opportunity to switch to my Red Death as sword runner to kill some in the event that i got damaged.
Right after Crota kneeled for the second time ( during the first encouter with Crota i just described) the fireteam members should hide behind the pillar to their LEFT. This is a pillar in the window that they are standing in front of and if they are on the LEFT side of that pillar then Crota will not be able to hit them. NOTE: They are standing outside, there is no need to run back inside if you just hug the glass
In this picture you can see what pillar i am talking about:
Now this is an unusual order for a guardian but : 'Dance'. Dancing allows you to keep an eye on Crota without actually having to stick your head across that pillar and risk having it blown off. Alternatively you can just run back inside. This is a little bit more risky and it comes at the loss of some time though. Your sword runner should have regrouped with the fireteam members at this point ( if he jumped down on the right side he ran straight past Crota while invisible)
Crota will be standing on the right side of the arena for half a minute or so. While he is standing there the sword bearer will come out and it's very important that you keep an eye on where he is located so that once Crota makes his rotation back to the middle that you will immediately know where the sword bearer is and can kill him immediately. Some fireteams prefer it if the sword bearer is standing right underneath them, in which case you can lure him by shooting at him ( do not kill him untill Crota is back in the middle). This will cause him to walk over to you and stand right underneath you. If some fireteam members have ran back inside there is the chance that the swordbearer is at the bottom of the stairs or occasionally even crosses inside the building. This is highly undesirable because you will not have everybody shooting at him and your sword runner will have to cross a long distance, causing the sword to disappear sooner.
Once Crota is back in the middle, kill the sword bearer. Rinse & repeat the sword running process i have described for the first round.
If you had a level 32 Hunter who consistently got in the right amount of punches while using the hitting technique i mentioned then Crota should be dying during this series of punches ( on normal). If he didn't ,then everybody , including the sword runner has to run into the right Ogre room. This is right below the person who is in the noobspot.
Perspective from within the Ogre room:
This room was not named after the architect that build it nor the filantropist who funded its construction. It's the room where an Ogre will spawn in the next few seconds. It will come out of the giant door that is within the room. Have everybody jump on top of the ledges and smaller doors that are within the room where they are out of reach of the thralls and make sure everybody fires rockets at the Ogre right as he comes out. Once the first ogre is dead, stay in the room and snipe the second ogre that spawned at the opposite side of the Crota Arena in the left Ogre room. Be careful here because you may have been able to kill the first one before he was able to defend himself but this one will most certainly fire his beam of happiness at you. Once he is dead have a Titan pop a bubble with blessing of light so you can all run up the stairs to the crystal rooms with a shield.
This is a little tricky because on top of the stairs are several cursed thralls, there will be quite a lot of regular thralls in general and Crota and the boomers will be shooting at you as well. I recommend that you hug the wall on the left, that you become invisible if you have the option to do so and then make a run for it. Once you are in the room at the top of the stairs, make sure you stand in the back of the room and then provide covering fire for those who have not yet made it upstairs.
Once everybody is in, gather in the central crystal room and wait for Crota to move to the RIGHT and then back to the middle. Once he is moving back to the middle you can run out , immediately locate and kill the sword bearer ASAP and repeat the sword running process. This time Crota should go down, otherwise rinse & repeat but note that after every 2 sword bearers ogres will spawn and after a certain amount of time Crota will enrage and you will have no chance of getting this achievement.
Now that Crota is down you are free to send your fireteam back to orbit or you wait 5 minutes for the post-mission screen to appear. The achievement may not appear until you have 'changed accounts' - as with with every destiny achievement.
[Conclusion]I will probably be tweaking this guide some more over the next few weeks but in the meanwhile i am willing to answer any questions regarding this guide. Just ask them in the comments below and i will get to them as soon as possible.
GOOD LUCK picture sources:
destinynews.net
destiny-risen.club
destinyraider.files.wordpress.com
moviepilot.com
reddit.com
mybecause.com
yitmg.com