## [1/18] Route, orientation, and Feats

**The Desert Perpetual — Epic, text-only sherpa reference.** Use fixed calls even after moving around a room.

Predestination, viewed from arrival/rally: **Left Epoptes / Right Iatros / Back Agraios / Forward Koregos.** Teaching route: **Epoptes → Iatros → Agraios.** Branch mechanics do not stack: the first branch boss gets the overhead laser; Epoptes passes Detain Seekers to the next boss; Iatros passes Diastole; Agraios passes Variable Elimination. Branch order becomes Koregos room order.

Launch-screen Feat → Update 9.7 reward label:
- **Token Limit → Token Limit (+1):** three shared revives.
- **Phase Limit → Phase Limit (+1):** Epoptes/Iatros two phases; Agraios two repeatable damage loops plus final stand; Epic Koregos has a continuous 15-minute encounter timer, including post-kill registration.
- **Battalions → Shocktroopers (+2):** powerful reinforcements.
- **Encounter Challenges → Challenges (+3):** encounter condition; failure wipes.
- **Cutthroat Combat → Cutthroat Combatants (+4):** tougher, more aggressive enemies.

Reward grade: **0 = T3; 1 = T3+T4; 2 = T4+T5; 3 = 2×T5; 4 = T4+2×T5; 5 = 3×T5.**

## [2/18] Epoptes — setup and relay

Roles: **P1 Left Inside, P2 Left Outside, P3 Right Inside, P4 Right Outside, P5/P6 middle clear/breakout.** From rally facing center, southwest diamond room is Left Lens; east rectangular room is Right Lens.

Number every entrance panel and circular Lens clockwise while facing it: **1 top, 2 upper-right, 3 lower-right, 4 bottom, 5 lower-left, 6 upper-left.** The Lens center eye is separate.

Relay:
1. Each Inside sees and calls two Lens positions.
2. Same-side Outside shoots both on the entrance panel while following the rotating projected light.
3. One panel node relights; Outside calls it.
4. Cross the final calls: **Left Inside shoots Right Outside's call; Right Inside shoots Left Outside's call.**
5. Kill the three Detain Seekers above each Hydra, then repeat.

Inside cannot self-break Detain. If no node relights, stop shooting and reread. Never mix entrance/Lens numbers with Function Collapse calls.

## [3/18] Epoptes — collapse, damage, and Challenge

**Function Collapse:** three round nodes float above each Hydra in a triangle arrangement; they are not Lens eyes or triangle symbols. Facing the Hydra, call **Top / Left / Right.** Each middle reader calls the one unlit node to the same-side Inside, then uses the *other* reader's unlit call: shoot the other two nodes on the face you can damage and leave that called node intact. Cyclopes may spawn inside. Finish all six outer Lens eyes, then center.

**Damage:** four rotating shields remain. Three nonrepeating pairs are teleported to side rooms. Each pair follows its local light, breaks six small eyes plus center, returns, then breaks the two highlighted main-boss shield eyes. Everyone is selected once; unselected players damage and clear Seekers.

**Encounter Challenges:** add P5 to Left Lens with P1 and P6 to Right Lens with P3; P2/P4 stay Outside. All three on each side take that side's buff. On each Lens, its two Inside shooters alternate final blows on consecutive **outer** eyes across refreshes and Collapse. Track both Lenses separately. P5/P6 return to middle-reader duty for Collapse, then reacquire buffs and resume the stored sequence. Collapse nodes, center eyes, and damage shield eyes are exempt.

## [4/18] Iatros — setup and fixed calls

Roles: **P1/P2/P3 Shooters 1/2/3 and capsule calls 1/2/3; P4 unbuffed climber/caller; P5/P6 Chronon pair.** Only P1–P3 touch Temporality plates.

Starting plates are **Entrance / Center / Far.** The box spires are offset, not a left-to-right row:
- **Constant:** far-side, beside Far plate; also called Left/Cave/boss-spawn.
- **Absolute:** right-side, across from Center; also called Middle/Spawn/entrance.
- **Cyclical:** entrance-side, beside Entrance plate; also called Right/Stairs.

Capsule height: **Red bottom / White middle / Blue top.** Climber faces the capsule bank from the climb path and always reads left-to-right as **call 1 / 2 / 3.** Calls stay with Shooters 1/2/3; each shooter's current Temporality chooses their tower.

P5/P6 use the one-use Oculus/pool to read a ring color, deposit a matching pair, repeat three times, and record the order. The same three-color sequence repeats for the encounter and restarts at color one after damage.

## [5/18] Iatros — execution, damage, and Challenge

1. Give P1–P3 three unique Temporality buffs; duplicates usually mean a fourth player touched a plate.
2. Climber calls three capsule colors left-to-right. Example **Blue / Blue / White** means Shooters 1/2 shoot top and Shooter 3 shoots middle on their current Temporality towers.
3. Fire together as **Diastole 4 lights**; all three boxes must break in the same volley.
4. Climber interacts with the new node, climbs, rereads the capsules, and shooters reread/move to their new Temporality towers.
5. Jump before pulse 4; clear inherited Detain Seekers before the next volley or Chronon deposit.

Damage begins at the final climb location. P5/P6 maintain the recorded color order to extend it; restart at color one afterward.

**Encounter Challenges:** P4/P5/P6 are three distinct unbuffed climbers. Preassign first, second, and third staircase nodes; each person interacts once per build. P1–P3 remain the only buff holders/shooters. P5/P6 return to Chronon duty after their assigned node. Reuse the order after damage unless fully reassigned.

## [6/18] Agraios — portal record and setup

Roles: **P1 Constant plate, P2 Absolute, P3 Cyclical, P4 Alignment/detain runner, P5 Chronons, P6 recorder/Chronons.** From rally facing in, number portal/pylon positions clockwise: **1/L1 lower-left, 2/L2 upper-left, 3/Top far, 4/R2 upper-right, 5/R1 lower-right.** Five pylons exist; four boss copies occupy four positions during setup, so one can be empty.

To record requirements, carry color X through the center hoop. Everyone sees which portal canisters require X. Wait until the hoop glow fully ends, then read a second color; the third is elimination. Portal colors split **2–2–1.** Record all five, e.g. **1 Blue / 2 White / 3 Red / 4 Blue / 5 White.**

Keep systems separate:
- **Portal canisters:** fixed requirements for each numbered portal.
- **Pillar canisters:** current Minotaur-drop colors.

Hoop reads rotate pillar drops but never change portal requirements. Charge all five portals from the recorded string, then kill **three Wyverns.**

## [7/18] Agraios — Alignment, damage, and Challenge

1. P1–P3 take their Temporality plates.
2. The matching holder aligns beneath the attacking named copy; other holders call the four portals to recharge.
3. Recharge those four with their recorded colors.
4. P4 crosses all five portals to gain the detain grenade.
5. Group near portals 4–5; throw at the final countdown to reflect Variable Elimination.

The **unnamed** copy is the real damage target. After ground damage it remains above and teleports among perches. Repeat five-portal Alignment when available; portal requirements stay fixed. On the teaching route, jump on Diastole 4 throughout.

Final stand: three pairs take/match Temporality and kill the corresponding headless named copy. After all three die, collapse center and burst the final boss.

**Encounter Challenges:** track lifetime Chronon pickups for all six players. Everyone must collect pickup 1 before anyone takes pickup 2; everyone must collect 2 before anyone takes 3, continuing for the entire encounter. Depositing/using one does not reset the count. Highest and lowest totals may never differ by more than one.

## [8/18] Koregos — orientation and phase zero

Convert the actual branch order into room order. Teaching-route mapping: **Epoptes = Constant, Iatros = Cyclical, Agraios = Absolute.** Use spawn/rally as fixed near side. Triangular portals ring the arena, four one-use player-named Banishment cubes surround center, and raised plate damage is far-right from spawn.

Phase zero:
1. The first Banished pair enters one triangular portal **together.** Kill the inside Cyclops while outside kills the entrance Cyclops.
2. The other four Banished players each use their preclaimed, player-named center cube; the portal pair uses none.
3. Read and record the first Chronon color.
4. Plate holder exits and opens the crystal to force reset.

If the second portal player cannot enter, the pair crossed separately. If cubes run out, someone doubled a cube or the portal pair used one.

## [9/18] Koregos — every real loop

1. Repeat Banishment.
2. Assigned room team enters the route-marked portal and kills the Imp.
3. Outside aligns to the saved color, kills the miniboss, and collects/deposits four matching Chronons.
4. Outside shoots the Vex prism and kills its Cyclops; the room team completes its minigame and kills the echo.
5. Matching Temporality **interacts** with the outer Temporal Locus shell; an unbuffed player then **shoots** the exposed inner core.
6. Damage Koregos, record the next loop color, and leave center before reset.

The room team may need to wait after the Imp while outside completes all four deposits, prism, and Cyclops. Weapons do not open a Locus shell, and a buffed player should not be the core shooter.

## [10/18] Koregos — side rooms

**Epoptes / Made Constant:** Constant stays in the light and calls two blue routes. Partner identifies their common route, climbs it, and interacts with the white node. Constant breaks the center eye. Kill echo and exit.

**Iatros / Made Cyclical:** both players use Cyclical. Face Iatros from the doorway; call paired eyes **Near / Middle / Far.** Shoot each active pair together on Diastole 4. Every pair spawns three Detain Seekers; clear them. Kill echo and exit.

**Agraios / Made Absolute:** one Absolute reader and one unbuffed shooter stand beneath the boss facing the three-eye ledge. Reader calls **Left / Center / Right** in order; unbuffed shoots one at a time in that order. Kill echo and Cyclops, then exit.

## [11/18] Koregos — history and plate damage

Later loops revive earlier room echoes near Koregos. Only matching **Undoing** holders can damage an echo. Its final-blow owner gains the Temporality needed for that earlier Locus; assign different owners when two echoes are active and avoid overwriting a buff still needed.

- **Loop 1:** room 1 echo + Locus.
- **Loop 2:** returning room 1 echo/Locus, then room 2 echo/Locus.
- **Loop 3:** both returning echoes/Loci with separate final-blow owners, then room 3 echo/Locus. Leave center immediately afterward.

At raised plate damage, far-right from spawn: place buffed players on available plates and keep at least one player unbuffed. When a crystal marks a Temporality holder, that player interacts with the outer shell; the unbuffed player shoots the inner core. Recheck HUD after every core because Temporality can move or disappear.

## [12/18] Koregos — ascent, top damage, and final stand

At the final rally, gather by the portal and leave the center Harpy alive. Fix a six-player cube order first. Kill Harpy, enter in roster order, and use one cube each in the same order. Each cube replaces the current platform; holder counts before interacting so everyone moves together. A player who falls after using their cube has completed their job.

At the top:
1. Matching Temporality holders interact with outer crystals.
2. Unbuffed players shoot exposed inner cores.
3. Damage until immunity, then reread buffs; the next crystal may belong to someone new.
4. Resolve returning mechanics in the raid's recorded branch order.
5. Repeat through final stand.

Final stand uses the same outer-interact/inner-shoot rule on a shorter timer. After the kill, leave or jump from the collapsing platform. Under Phase Limit, preserve time for the clear to register within the continuous 15-minute encounter timer.

## [13/18] Koregos — Challenge solve

Epic Koregos requires six qualifying echo defeats with six different final-blow owners. Normal Koregos's personal Chronon-deposit Challenge does not carry into this replacement encounter.

Use **3-2-1 room attendance** for the six echoes across loops (1 + 2 + 3):
- **Room 1:** send three players. Assign its room echo, loop-2 return, and loop-3 return to one unique owner each.
- **Room 2:** send two new owners. Assign its room echo and loop-3 return separately.
- **Room 3:** send the last unassigned owner plus a helper; the new owner gets the final blow.

Before each original room echo dies, every player assigned one of that room's later returns must qualify for its Undoing by touching the matching Temporality plate. The original final-blow owner also qualifies through the kill. If the room needs an unbuffed solver, keep them unbuffed until the solve is complete, then touch the plate before killing the echo.

Only matching Undoing can damage returning echoes. Stop damage before each kill, name the assigned owner, and let only that player finish. No one takes a second qualifying final blow.

## [14/18] Hidden chests — rule and Epoptes

Each branch return has one optional chest. Touch symbols; do not shoot. A required symbol stays lit when you step away; a decoy turns off. Verify each directly because published symbol-number keys have changed. After four stay lit, wait for confirmation and enter the moving sphere.

**Epoptes return, following the forced route toward Predestination:**
1. **Low left wall:** crouch beside circular wall projections; face back toward Epoptes.
2. **Left wall chamber:** rectangular chamber on the route's left.
3. **Upper-right ceiling:** look up inside the right-side structure while facing the way you came.
4. **Right wall by large sphere:** drop to the opposite wall near the large green sphere and face the wall.

## [15/18] Hidden chests — Iatros and Agraios

Left/right follow direction of travel on each forced return route.

**Iatros:**
1. Exit-side ledge: hug left before committing to the moving route.
2. Lower-left half-sphere with a smaller sphere mounted on it.
3. Climb the large blue-sphere structure; inspect its columns.
4. Upper-right gold half-sphere with the smaller sphere nested in its shell.

**Agraios:**
1. Backtrack toward entrance; sweep the entrance-side lower-left outer wall.
2. Enter the upper-left side room and check deep inside.
3. Take the large upper-right wall opening; follow the hallway to its end.
4. Drop to the mid-right wall; look inside the small untrimmed opening overhead.

## [16/18] Atlas and Almanac — quest and puzzle rule

Prerequisites: complete Normal's **Map and Territory**, complete Epic, collect **Atlas and Almanac** from the Maya statue/Simulant Ansible, solve all ten anchors, complete the required Epic clear, then return to the statue. This unlocks raid-vendor attunement. Select the Whirling Ovation catalyst; the next raid encounter clear guarantees its drop.

Standard anchor:
1. Scan and follow three ground lines to cube/pyramid/diamond.
2. If two match, shoot the odd shape first.
3. Shoot the remaining shape that transforms into the destroyed shape.
4. Shoot the last shape. If all three start identical, use any order.

Success: **Simulations Bound.** Wrong shot/timeout: rescan.

Puzzles 3, 6, and 9 use three plates. Each Temporality sees/shoots only its own shape; perform the same odd-one-out sequence through the correct holder.

## [17/18] Atlas and Almanac — ten locations

1. Before Epoptes — huge far-right traversal tower.
2. After Epoptes — inside yellow tent.
3. Epoptes return — high floating half-circles; plates.
4. Before Agraios — right walkway/wall halfway up.
5. After Agraios — ground left of exit.
6. Agraios return — directly ahead on re-entry; plates.
7. Before Iatros — far-right rotating circle.
8. After Iatros — beside reward chest.
9. Iatros return — ground at re-entry; plates.
10. Normal Koregos Nursery — activate Epic route but do not enter; use the three Normal plates.

Puzzle 10: left/right buff holders identify shapes that differ from the majority; only the middle holder shoots them. Continue both transformation sequences within the timer. Call **side, shape, position**; middle repeats before firing.

## [18/18] Final pull check

**Raid:** route posted; inherited pressure named; P1–P6 fixed; Diastole caller and recorder assigned; active Feats confirmed.

**Epoptes:** Inside/Outside roles; 1–6 numbering; crossed final calls; Seekers after every pair; Collapse Top/Left/Right; damage pairs know local 6+center then two highlights; Challenge eye pairs/last shooter tracked per Lens.

**Iatros:** only three shooters buffed; calls stay with people; offset spires pointed out; Red bottom/White middle/Blue top; three-color order recorded/restarts at one; Challenge climbers P4/P5/P6 assigned one tier each.

**Agraios:** portals 1–5; requirements separated from pillar drops; wait for hoop reset; five colors recorded; expect three Wyverns; unnamed copy is damage; Challenge pickup totals tracked.

**Koregos:** room order converted; first pair enters together; four other cubes claimed; every next-loop color recorded; Undoing/final blows assigned; buffed interacts outer, unbuffed shoots inner; ascent cube order fixed; Challenge six unique echo owners + later-return plate qualifications recorded.

**Quest/chests:** active holders identified; chest symbols tested for persistent light.
