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Part 30
Destiny: The Taken King

Part 30

Explore the maps of Destiny: The Taken King, including Shores of Time, Twilight Gap, and the Vault of Glass. Learn strategies for each arena and how to conquer the 'Raise the Spire' encounter.

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Explore the maps of Destiny: The Taken King, including Shores of Time, Twilight Gap, and the Vault of Glass. Learn strategies for each arena and how to conquer the 'Raise the Spire' encounter.

This section of the guide covers several maps and a specific encounter in Destiny: The Taken King, offering strategic advice for each.

Shores of Time

Located on Venus, this Vex-influenced map blends ruined human outposts with Vex structures. Be cautious of the open cliffs on the outside, as falling can lead to death. The central Vex structure is a high-traffic area offering multiple routes but is constantly under combat. While the outer areas allow for sniping, mid and close-range weapons are generally effective. Inside the central area, focus on close-range weapons like Shotguns, Hand Cannons, or Fusion Rifles. An Auto Rifle/Sniper Rifle combination is good for locking down corners of the outer ring. The Motion Tracker is highly useful due to the limited number of entry angles into specific paths.

Twilight Gap

Set along the wall of the Tower and the City with the Traveler visible, this map is a fortified, multi-tiered structure. Its complexity arises from fences that offer visibility but not the ability to fire through them. The map is generally square, with cannons facing outward at the front and a cable car/radar facility at the back. Catwalks provide quick but exposed routes between sides. The map favors team combat over individual play, especially when Super Abilities are involved. Multiple routes and elevations make pinpointing enemies difficult. The edges are best for solo players like Hunters, while Defender Titans and Voidwalker Warlocks can clear groups. It's advisable not to stay in one place for too long.

The Vault of Glass: Raise the Spire

To begin this encounter, approach the area and head around the left side of a cliff that cannot be leaped. Position two players at Sync Plate #1, two at Sync Plate #2, and two at Sync Plate #3. Once teams are comfortable, take control of the Sync Plates to begin forming the spire and opening the Vault of Glass Door. Enemies will spawn and must be kept away from the Sync Plates to prevent the spire from deconstructing. Defend the Sync Plates similar to the Control game mode in The Crucible.

Harpies and Goblins are the primary attackers and are easily dealt with. When a Minotaur spawns, focus fire on it, as it lacks a weak point and can blink forward to deal significant damage. Entry into the Vault of Glass requires a sufficiently high Guardian level.

Team Assignments:

  • Team 1 defends Sync Plate #1 against Enemy Spawn #1 and #2, with assistance from Team 2.
  • Team 3 defends Sync Plate #3 against Enemy Spawn #3 and #4, with assistance from Team 2.

As you enter the Vault of Glass, the first Loot Chest will be to the side.

Legend:

  • Large Circle: Vault Door
  • (#): Sync Plate
  • [#]: Enemy Spawn Location

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