# The Desert Perpetual — Normal

Copy each numbered block as one Discord message. Each block is designed to remain below Discord’s 2,000-character message limit.

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## [1/8] ROUTE + ASSIGNMENTS

**THE DESERT PERPETUAL — NORMAL**
Recommended teaching order: **Epoptes → Iatros → Agraios → Koregos**

From Predestination:
• Left podium = Epoptes
• Right podium = Iatros
• Back podium = Agraios
• Forward podium = Koregos after all 3 branch bosses

These are fixed hub calls. Confirm them at rally; do not reverse them after moving around the room.

Assign P1–P6 once:
• Epoptes: P1 left reader, P2 right reader, P3/P4 side clear, P5/P6 middle
• Iatros: P1 Far-side spire, P2 Right-side spire, P3 Entrance-side spire, P4 climb, P5/P6 roam
• Agraios: P1 detain runner, P2–P4 plates, P5/P6 Chronons
• Koregos: P1/P2 Constant, P3 Absolute, P4/P5 Cyclical, P6 roam

**Shared calls**
• Iatros plates: Entrance / Center / Far
• Agraios rings: 1–5 clockwise from lower left
• Koregos colors: Cobalt Blue / Cinnabar Red / Antimony White

Mechanics first. Loadouts are recommendations only.

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## [2/8] EPOPTES

**Goal:** Cross-call side-room Lens eyes, cancel Function Collapse, finish both Lenses, then rotate all 6 players through damage shields.

**Fixed frame:** From rally facing center, the diamond Lens room is left, the rectangular Lens room is right, and P5/P6 stay in the middle.

**Lens shield calls:** 1 top, 2 upper-right, 3 lower-right, 4 bottom, 5 lower-left, 6 upper-left. Center is separate.

**Function Collapse nodes:** 3 round nodes float above each Lens Hydra at top, lower-left, and lower-right. The group forms a triangle; the nodes themselves are not triangles and are not Lens shield eyes.

1. Kill both Magistrates. P1 left plate/room; P2 right. P3/P4 clear. P5/P6 wait middle.
2. Each reader calls the eye shown on their obelisk. The opposite reader destroys that position on their Lens.
3. Trade 4 outer eyes. Fast team: pause after eye 3 until middle says ready.
4. Function Collapse: side readers stay in projected light to freeze timers. P5/P6 take middle plates and central projection.
5. Each middle player calls their unlit top/left/right position to the same-side Lens reader, who breaks that sphere above the Hydra. Listen to the other middle player's unlit call; on the obelisk face you can damage, shoot the other 2 positions and leave the called one intact.
6. Side teams resume: break outer eyes 5 and 6, then center.
7. Return middle and break both boss center shields to start damage.

**Damage:** Activity feed selects 3 non-repeating pairs. First name = close projection; second = far. Each pair clears all shield eyes to add about 10 seconds. Missing them shortens damage but does not immediately wipe.

**Challenge:** Two shooters per Lens alternate every outer eye. Function Collapse nodes and damage shields do not count. Sixth-eye shooter may break center.

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## [3/8] IATROS

**Goal:** Fill 6, shoot on 4, climb 3.

**Fixed frame:** Rally is the near side. Entrance/Spawn, Center/Middle, and Far/Hell plates run near-to-far through the left half. The Chronon ring surrounds the hourglass; its white activation diamond is directly below it.

P1 owns the Far-side spire, P2 the Right-side spire by the upper Minotaur structure, and P3 the Entrance-side spire. The 3 spires are separate, not a tidy row. At each, bottom/middle/top means vertical box height.

1. Kill 6 Time’s Burden Minotaurs. Every player carries 1 Chronon through the ring above the hourglass.
2. Shoot the white diamond below the hourglass.
3. P4 takes the lit Entrance, Center, or Far plate. Remember it: Iatros goes there for damage.
4. Diastole counts 1–4. All 3 spire shooters break their **bottom** boxes as charge 4 lights—not after the boop.
5. P4 climbs, interacts with hologram 1, and calls ready.
6. Repeat on fresh counts for **middle** boxes/hologram 2, then **top** boxes/hologram 3.

The climber owns the cadence. Do not advance a row before the interaction call.

**Neomutation:** A missed box set drains the hourglass. Once the diamond has been destroyed, an empty hourglass can start the wipe even during damage. P5/P6 should hold reserve Chronons and deposit immediately if Neomutation begins.

**Damage:** Stage at the plate that started the climb.

**Challenge:** 3 different climbers, 1 hologram each. A player cannot interact with more than 1.

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## [4/8] AGRAIOS

**Goal:** Skip red, run every ring, detain late.

**Fixed frame from rally:** Five Chronon rings form an arc: 1 lower-left, 2 upper-left, 3 far/top, 4 upper-right, 5 lower-right. Four separate boss platforms sit inside them: L1, L2, R2, R1. Keep the ring numbers after moving.

1. Kill the Hydra. Use Cobalt Chronons from Time’s Burden Minotaurs to power rings 1–5.
2. P2–P4 take 3 Temporality plates.
3. Read the attacking copy’s full name. The holder with the matching perspective sees the red ring, calls its number, and activates the pylon below that copy.
4. P1/P5/P6 stabilize the other 4 rings. **Do not stabilize red.** Buff holders should not cross unstable rings.
5. P1 crosses all 5 rings to gain Alignment Stabilized and convert their grenade into Vex detain. Use 1→5 clockwise as a reliable team route; the order itself is not required.
6. P1 calls ring 4 early; everyone groups at rings 4/5.
7. Everyone watches their wipe timer. Lowest timer counts. P1 throws at about 3–2 seconds.

**Damage:** Repeat the 1→5 run and detain twice during damage. Full phase = 3 detains total, including the opener.

**Challenge:** All 6 players must reach pickup count n before anyone takes pickup n+1, for the entire encounter. It is not only the first 6 Chronons.

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## [5/8] KOREGOS — MECHANICS

**Goal:** Color → location → glow → break → double-dunk.

**Fixed frame from rally:** Boss/hourglass center; Constant plate far-left, Absolute far-center, Cyclical far-right. Oculus pillars are L1 near-left, L2 far-left, R2 far-right, R1 near-right.

1. Kill left/middle/right Hydras. Take plates: 2 Constant, 1 Absolute, 2 Cyclical.
2. Constant destroys all 4 boss cannons during Time’s Arrow to create Temporal Oculus on 4 pillars.
3. One Constant + Absolute + both Cyclicals cross the same Oculus aura together. Buff lasts roughly 20 seconds.
4. Absolute calls hourglass color.
5. Constant points to mines of that base color.
6. Both Cyclicals say **YES** only if white Vex pixels surround the mine; otherwise **NO**.
7. Absolute destroys the 2 YES mines.
8. Both Cyclicals take 1 Chronon and deposit together on a countdown.
9. Repeat at 3 pillars: 2 + 2 + 2 = **6 total Chronons**.
10. Shoot the white diamond below the hourglass and ride platforms up.
11. At each of 4 totems, readers stand outside the same totem and face inward: A = left flank, B = top/far and nearest Koregos, C = right flank. Constant and Cyclical each call 2 letters; Absolute interacts with the shared letter. Example: AB + BC = B.

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## [6/8] KOREGOS — DAMAGE + CHALLENGE

**Main damage:** Shoot red apertures whose **long axis is horizontal**. Koregos rotates, so use aperture orientation—not screen-left/right. The vertical targets are for final stand.

3 portals appear in sequence. Each portal is red, blue, or white, with one Chronon of every color nearby. One portal runner:
1. Calls portal color.
2. Collects matching Chronon.
3. Deposits through the portal.
4. Repeats 3 times to preserve the full damage window.

Avoid rotating lasers even inside a defensive Super.

**Final stand:** Shoot red apertures whose **long axis is vertical**.

**Boss death:** Koregos applies Decoherence Imminent during the death animation. Drop from the upper platform to ground level immediately.

**Challenge:** Every Guardian deposits 1 Chronon through the hourglass ring during the mechanic phase. Rotate 3 Cyclical pairs so all 6 dunk exactly once before the hourglass fills. Repeat the full 6-player rotation in **every** mechanic phase. Buff swaps preserve the remaining timer.

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## [7/8] SECRET CHESTS + ANCHORS

Each branch chest is on the forced return route after its boss. Start at the reward area and travel toward Predestination; left/right follow travel direction unless a call says to face back. Community verification reports 4 static required interaction positions per branch. Touch, do not shoot: required symbols remain lit and decoys fade. After “A whisper on unknown winds wishes its visitors well,” enter the moving sphere.

**Epoptes:** low left wall → left wall chamber → upper-right ceiling → right wall by large sphere

**Iatros:** exit-side ledge → lower-left half-sphere → blue sphere columns → upper-right gold half-shell

**Agraios:** entrance-side lower wall → upper-left side room → upper-right hallway → small opening overhead

**Envoy’s Tog:** 12 optional quest Anchors. Each branch has 2 before its boss door and 1 after the kill. The approach pair can disappear when anyone uses the door, so wait for every quest holder to confirm before entering.

Post-kill Anchors:
• Epoptes: beneath cloth roof
• Iatros: beside reward chest
• Agraios: cliff edge near rally

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## [8/8] LOOT + WIPE CHECK

**Loot**
• Epoptes: Opaque Hourglass; arms/legs/class item
• Iatros: Finite Maybe; The When and Where; helmet/chest
• Agraios: Antedate; Lance Ephemeral; Intercalary; no armor in documented encounter pool
• Koregos: any Normal legendary, any armor, Whirling Ovation chance

Normal legendaries are random rolls and are not craftable.

**Last pull check**
• Epoptes: pause after eye 3; close/far uses feed order
• Iatros: shoot as 4 lights; keep reserve Chronons
• Agraios: skip red; 2 extension runs during damage
• Koregos: 6 deposits; horizontal main/vertical final; drop after kill

**Challenge corrections**
• Agraios pickup order continues for the full encounter
• Koregos all-6 dunk rotation repeats every mechanic phase

Guide mechanics verified July 30, 2026.
