# Salvation's Edge

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## [1/15] SETUP + SHARED RULES

**SALVATION'S EDGE**
Order: Substratum → Herald → Repository → Verity → Witness

**Resonance**
• Triangle = Pyramidal
• Circle = Spherical
• Square = Hexahedron
• x3 is safe maximum; x4 kills
• Personal timer expiry kills
• Last pickup converts the whole stack
• Closing a conductor spends x1
• Closing despawns that circuit's remaining loose Resonance
• Banking extends Final Shape Looming

**Plate loop**
1. Sender steps on active plate.
2. Pulse travels along visible wire.
3. Receiver steps on as it arrives.
4. Repeat to create Resonance.
5. To close: finish intended pickups → receiver confirms required buff → shoots conductor crux → catches next pulse.

Standing on a receiver early does not reserve it. A missed pulse locks the circuit and spawns a miniboss; kill it before restarting.
A wrong-type closing catch wipes the fireteam; it is not a live retry.

Use full calls: **“Left sending.” “Left ready.” “Left caught.”**
Call type + count: **“Spherical x2; need one.”**

Mechanics first. Loadouts are recommendations only. Check the live raid node for Champions, modifiers, and challenge availability.

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## [2/15] SUBSTRATUM — ROUTING

**Goal:** Route twice, power 2 sender rooms, close 2 conductors, bank. Repeat 3 cycles.

Split 3-and-3 through the 2 open center doors.

1. Deposit opening Pyramidal Resonance in center.
2. Kill Quantum Minotaurs.
3. Their deaths create Keeper Hydras for the opposite team.
4. Kill Keepers to open the opposite team's next door.
5. Continue until a team reaches a Devotee/Overload Minotaur.
6. Kill it and call the room landmark.
7. Everyone returns center and kills the Threshold Sentinel Tormentor.
8. Repeat the full route for a **second** Devotee and **second** center Tormentor.

The 2 Devotee rooms are now powered sender rooms.

Stand in Banner at rally facing the central bank.
• Right-hand door = clockwise: Pillar → Shell → Glyph → Vase → Basement → Halo → Bones
• Left-hand door = counterclockwise: Bones → Halo → Basement → Vase → Glyph → Shell → Pillar

Record both Devotee room names. A common wipe starts when the team cannot find the powered sender.

**Scenic Route challenge:** Skip the first Devotee encountered in every routing sequence; continue and kill the second. Use **“skip first; kill second.”**

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## [3/15] SUBSTRATUM — CIRCUITS

At each powered sender, use:
• 1 sender
• 1 closer at the connected receiver/conductor
• 1 flex/add clear

1. Trace the visible wire.
2. Bounce pulses on arrival.
3. Collect every intended Pyramidal pickup; stop at x3.
4. Closer shoots conductor crux.
5. Sender launches next pulse.
6. Closer catches and confirms **“locked.”**
7. After both sides lock, return center.
8. Kill the Harbinger Subjugator.
9. Bank carried Resonance.
10. Repeat for 3 cycles / 6 conductors total.

x3 per player is useful, not universally required. Bank enough to keep the wipe timer comfortable.

**Touch and Go Triumph:** Whole team reaches x1 before anyone takes x2; whole team reaches x2 before anyone takes x3.

**Recovery**
• Missed pulse: kill spawned Subjugator, reset
• Lost route: ask for last Devotee room
• Low timer: stop chasing x3 and finish/bank
• Fourth stack: instant death

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## [4/15] DISSIPATION — HERALD

At rally, face the Herald and assign left / middle / right. The bank is on the far side beyond the Herald.

1. Shoot center Blight.
2. Kill each wing's Trammel:
   • Left Wizard
   • Middle Phalanx
   • Right Ogre
3. One player per wing gains **Call to Reckoning**.
4. Called players enter center and stay there while shooting the Herald's forehead.
5. Everyone searches all 3 wings and destroys **every active large Blight**.
6. Called players finish the forehead and gain **Stolen Favor**.
7. One Favor holder reads each conductor: Pyramidal or Spherical.
8. Finish intended pickups; collect the requested type **last**.
9. Assigned closer confirms the buff, shoots the crux, and catches the next pulse. Wrong type wipes.
10. Bank behind the Herald to extend the timer and start damage.
11. Repeat when immune.

Do not publish or rely on a fixed Blight count.

**Final stand:** Plan as if the current encounter clock does not reset. Do not cross the health gate with only a few seconds left.
Finish every intended pickup before closing; loose Resonance from that wing despawns when its conductor closes.

**At Capacity challenge:** Every player who deposits Resonance must deposit exactly 3 stacks. x1/x2 holders do not interact.

**Changing Tactics Triumph:** Close every conductor with Resonance collected from another wing.

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## [5/15] REPOSITORY

Pairs: left, middle, right. One planned closer per lane lands Tormentor final blows.

In each room, stand at the entrance facing the rear exit: Left is your left lane, Middle is center, and Right is your right lane. These are source names; follow the listed wire when the receiver changes.

**Start:** Deposit the opening Resonance.

Each room:
1. Kill 3 Threshold Sentinel Tormentors; closers gain Stolen Favor.
   Stolen Favor is not tied to a conductor. If final blows move, reassign which conductor each Favor holder reads.
2. Read all 3 conductors: one Pyramidal, one Spherical, one Hexahedron.
3. Kill elevated Scorpius Turrets.
4. Bounce the actual wires.
5. Finish intended pickups; collect the conductor's requested type last.
6. Assigned closer confirms the buff, shoots the crux, and catches. Wrong type wipes.
7. Bank center.
8. Clear rear wave and kill Unstoppable Incendior.

**Fixed sources**
• Left = Pyramidal / triangle
• Middle = Spherical / circle
• Right = Hexahedron / square

**Sender → receiver**
• Room 1: L→L, M→M, R→R
• Room 2: L→M, M→L, R→R
• Room 3: L→M, M→R, R→L

Source lane and destination conductor are separate. Follow the wire.

**Balanced Diet challenge:** A player cannot take the same type twice consecutively. Banking and changing rooms do not reset it.

**Singular Torment Triumph:** One player lands all 9 Tormentor final blows.

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## [6/15] VERITY — SETUP + INSIDE

Before pull: enable **Shadows**; use distinct armor and Ghost shells.

3 random players go Inside. Outside uses 1 primary dissector + 2 add clear.
**Master:** Inside selection is random. Give all 6 players an Unstoppable stun unless the live activity confirms a different configuration.

From entry, face the projector/glass. Active shape statues, Inside rooms, Outside objects, and Knight lanes share L/C/R. The 6 Guardian/Ghost identity statues are a separate near-side arc. Use L/C/R for shapes; use player name + Guardian appearance for Ghosts.

Inside: find the statue wearing your Guardian. Its slot is your room position; its held 2D shape is your base. The Outside object in the same slot is paired with you: L→L, C→C, R→R.

**3D dictionary**
• CC sphere
• SS cube
• TT pyramid
• CT cone
• CS cylinder
• ST triangular prism

Inside calls position, statue base, and the wall's second opening shape: **“Left — Circle / Triangle.”** Repeat the base when doubled.

**Full escape condition**
1. Final key uses the 2 shapes not held by own statue.
2. Paired Outside statue shows that same 3D object.
3. Both opening shape instances have been transferred out of that room.

Having the right two shape types is not enough if an original instance never left.

**Inside Knights**
• Drops match wall projections.
• Kill both → Ogre; kill Ogre → Knights return.
• A room holds 3 shapes maximum; a 4th incoming shape is deleted.
• Carry only 1 shape during transfers.
• Picking up 2 forms a 3D key and stops normal transfer work.
• Accidental 3D: deposit it at an Inside statue to discard it, cycle Ogre/Knights as needed, and recheck the wall before resuming
• Equal Distribution: do not assume that discard is tracker-neutral; restart a clean Triumph attempt rather than rely on it

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## [7/15] VERITY — STAGED INSIDE PASSES

**Safe staged method**

1. Call + record all 3 **base / second** pairs.
2. **Stage:** Every mixed room sends its non-base starter to that shape's base statue. Doubled rooms wait.
3. Wait for all 3 **“staged”** calls. Walls must be CC / TT / SS.

**No doubled rooms**
• Pass 1: send 1 base to the room whose second call was your base; all ready.
• Pass 2: send the remaining base to the other room; all ready.

**One doubled room**
• Pass 1: the 2 non-doubled rooms exchange 1 base; doubled room waits. Both receivers call ready.
• Pass 2A: doubled room sends 1 base to each other room. Both receivers call ready before anyone sends back.
• Pass 2B: each other room sends 1 own base to the doubled room. Wait for both deposits and the doubled room's ready call.

**All rooms doubled**
• Pass 1: L→C, C→R, R→L; all ready.
• Pass 2: L→R, R→C, C→L; all ready.

Targets:
• Own Circle → Square + Triangle → prism
• Own Triangle → Circle + Square → cylinder
• Own Square → Circle + Triangle → cone

Do not form the key until:
• wall is correct
• both opening instances transferred out
• Outside confirms matching object

**“Witness notices” = stop deposits.** Resolve all 3 Ghosts, then confirm held buffs, walls, and remaining destinations before resuming.

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## [8/15] VERITY — OUTSIDE

**Outside Knight drops**
• Left = Circle
• Center lane / middle Knight = Triangle
• Right = Square

Kill all 3 Knights → kill the 2 Unstoppable Ogres → the left/center/right Knights respawn. Repeat when more components are needed.

One dissector owns all shape deposits.

1. Convert Inside base order into target 3D objects.
2. Read every current Outside object as 2 components. The full set must total 2 Circles / 2 Triangles / 2 Squares; otherwise reread.
3. Deposit a component the first object contains to mark 1 copy.
4. Deposit a present component at a **different** statue. The second deposit swaps the marked components.
5. Re-read all 3 objects. Never begin a new pair while 1 statue remains marked.
6. Confirm the final left/center/right order.

Formula: A = a+x and B = b+y. Mark x at A, then y at B → A becomes a+y; B becomes b+x.

Example bases L Circle / C Triangle / R Square; targets ST / CS / CT:
• Start CC / TT / SS
• C@L + T@C → CT / CT / SS
• C@L + S@R → ST / CT / CS
• T@C + S@R → ST / CS / CT = solved

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## [9/15] VERITY — GHOSTS

From rally facing the projector, number the 6 identity pedestals **1–6 left-to-right across the arc**. Numbers are locations only; reread player identities every phase.

**Ghost phase 1:** When “The Witness notices your efforts” appears, stop all shape deposits.
1. Carrier identifies shell owner: **“I have Maya's Ghost.”**
2. A calcified spectator calls the other Guardian they can see + slot: **“Maya is 4.”**
3. Carrier repeats **“Maya to 4,”** then deposits.
4. After all 3 revives, recheck held buffs, walls, pending swaps, and destinations.

**Ghost phase 2:** After all 3 Inside players escape, kill both final Unstoppable Ogres and remaining adds. For the 5-player petrification, use the same shell owner → spectator owner+slot → carrier repeat → deposit chain. Revived players help carry the rest; nobody guesses.

Wrong identity kills the carrier. Match player identity—not shape or a fixed player order.

Repeat 3 rounds.

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## [10/15] VERITY — CHALLENGE + TRIUMPH

**Varied Geometry challenge**
No object in one round's completed 3-object escape/key set may appear in the next completed set. Transient Outside objects during dissection do not count; moving a final object to another player/statue does not make it new.

Reliable plan:
• Round 1: cone / cylinder / prism
• Round 2: sphere / cube / pyramid
• Round 3: cone / cylinder / prism

Round 2:
1. Complete the full normal Inside transfer; do **not** form keys.
2. Assign each position the base shape immediately to its right, wrapping R→L.
3. Keep that component; send the other component 1 position right.
4. Wait for all 3 deposits. Walls are now 3 different doubles, none matching own base.
5. Outside builds the paired pure objects; both sides repeat the full L/C/R order before keys form.

Example bases L Circle / C Triangle / R Square:
• Normal-ready: L T+S, C C+S, R C+T
• Send: L Square→C, C Circle→R, R Triangle→L
• Final: L TT/pyramid, C SS/cube, R CC/sphere

**Equal Distribution Triumph**
Never deposit a shape on the same statue twice in a row.

This is:
• one global tracker for all 6 players
• shared by Inside and Outside shape deposits
• persistent through Ghost phases and round boundaries

Ghost pedestals do not count.

Use one caller to track the last destination:
**“Last was left; next must be center or right.”**

Changing players does not reset the rule.

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## [11/15] WITNESS — HANDS

From rally, face the Witness: left field is on your left, right field is on your right, and the central Light pool lies between them.

Attack zone and revealed cuff cue are independent.

**Zone grants**
• Floor/up hand; circular seekers = Spherical
• Suspended/down hand; triangle blast = Pyramidal
• Horizontal/side hand; beam lane = Hexahedron

**Cuff requires**
• Circle / Yellow = Spherical
• Triangle / Green = Pyramidal
• Square / Red = Hexahedron

**Glyphbreaker**
1. Enter target hand telegraph and shoot cuff to read mark + color.
2. Leave before attack.
3. Visit the different hand zone that grants the requested type.
4. Gain Resonance and avoid that attack.
5. Return to original target.
6. Enter its telegraph and shoot cuff before its native zone converts your stack.
7. Hand breaks; gain Glyphbreaker.
8. Overwrite shared test state: **“Broken horizontal — current test Square.”** One tracker repeats it.
9. Enter central Light pool and shoot 1 of 6 chest glyphs.

Glyphbreaker is consumed. A glyph break also cleanses Resonance from players standing in the Light pool.

Each glyph can spawn a left/right Subjugator pair. Coordinated multi-glyph breaks reduce separate waves.

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## [12/15] WITNESS — TEST + DAMAGE

**Test trigger:** Use the hand most recently **broken for Glyphbreaker**, not the last cuff merely inspected.

When the test begins, the destroyed hand that glows/screams is authority. Repeat its geometry before shooting. Ignore cuff mark, cuff color, and breaking Resonance.

Shape to leave:
• Floor/up hand = circle/diamond
• Suspended/down hand = triangle
• Horizontal/side hand = square

14-node scaffold, read top→bottom while facing the Witness:
• Rows 1 + 6 = left / center / right
• Rows 2 + 3 + 5 = inner-left / inner-right
• Row 4 = outer-left / outer-right

KEEP rows, top→bottom:
• Circle: center / both / none / both outer / both / center
• Square: all 3 / none / none / both outer / none / all 3
• Triangle: center / none / both / none / both / all 3

Shoot every unlisted node.

A correct solve still creates a floor pulse. Jump when the Witness's eyes flash and the audio cue plays. Wrong shape wipes.

**Damage**
Sixth glyph raises the central platform.
1. Damage chest weak point while watching the Witness.
2. Move to the live safe half.
3. Reverse when it attacks the opposite half.
4. Jump the full-platform pulse.

Caller: **“Safe half → opposite → jump.”**

After 3 attack sets, leave before the platform slam.

**Final stand:** Very short, faster attacks. Keep moving and use saved burst.

**Coordinated Efforts challenge:** Break all 6 within 5 seconds of the first. Safest setup: all 6 players hold Glyphbreaker and take 1 glyph each.

**Careful Calculation Triumph:** Nobody reaches x3 Resonance.

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## [13/15] CHESTS + DEEPSIGHT

**Hidden chest 1 — after Herald**
Near the end of the orange hallway, face forward in the normal direction of travel. Enter the far-right doorway in the row ahead. Inside, use the small opening on the right side of the back wall and crouch into the chest room.

**Hidden chest 2 — after Verity**
Before the final climb from the upper root spiral into the Witness arena, face inward toward the central structure. Leave the main spiral on the small floating ledges traveling inward beneath the arena. Follow them to the structural opening and enter the cube room. Keep first-timers together; the roots are visually similar.

Both complete Fragmented Truths and award Resonant Cellweave.

**Deepsight puzzle**
1. At code wall, record column 3 from left.
2. Read bottom-to-top.
3. Use entries 1, 3, and 5.
4. Match them to fixed traversal conductors 1, 3, and 5.

Locations:
• 1 before Substratum: at the large statue, face along the route, take stairs on its left, then enter the low crouch alcove
• 3 after Substratum: red lift → green blocks → face along route → turn right through grate
• 5 after Herald: face forward in orange/root path → look high left → climb roots/ledges into opening

Activate, bounce, collect coded type, and close.

Success: **“Energy flows deeper...”**
Wrong entry invalidates that run.

Fresh raid + all 3 + same-instance Witness clear = extra Deepsight chest.

Conductors 2/4 are a separate mod/lore puzzle, not rotating Deepsight rooms.

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## [14/15] COLLECTIBLE + LOOT

**Raider's Effigy — Under the Rug**
At Herald rally, face the boss. Follow the left edge of the central square toward the far-side Resonance altar; the Effigy is in the corner immediately left of that altar. Available before pull.

**Weapons**
• Imminence — Strand SMG
• Non-Denouement — Arc bow
• Nullify — Solar pulse
• Forthcoming Deviance — Void glaive
• Critical Anomaly — Stasis sniper
• Summum Bonum — Arc sword
• Euphony — Exotic Strand linear fusion

**Established pools — provisional for 2026**
• Substratum: Imminence, Non-Denouement, Nullify; arms/chest
• Herald: Forthcoming Deviance, Imminence, Non-Denouement, Summum Bonum; helmet/class
• Repository: Critical Anomaly, Forthcoming Deviance, Nullify; arms/class
• Verity: Imminence, Non-Denouement, Summum Bonum; chest/legs
• Witness: Critical Anomaly, Nullify, Summum Bonum, Euphony; helmet/legs

Update 9.7.0 changed perk pools and gear tiers but announced no encounter reassignment. These established assignments remain provisional pending a current API export or controlled-clear check.

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## [15/15] CURRENT REWARDS + LAST CHECK

**Featured Salvation's Edge**
• Standard encounters/challenges: Deepsight or Tier 5 armor
• Master encounters: same Standard pool
• Master challenges: adds Adepts
• Director Challenge: Deepsight or Tier 5; weekly lockout
• Hidden chests: Tier 5; weekly lockout
• Deepsight chest: Deepsight, or Tier 5 if patterns complete
• Final vendor: weekly Deepsight purchase; Master Adepts cost 25 Spoils

**Non-featured**
• Standard encounters: Deepsight chance + Tier 3 armor
• Master/challenges/Deepsight chest: Deepsight + Tier 5 armor

Euphony is a rare Witness drop; seal Triumphs increase initial chance. Do not promise unlimited featured-week Exotic farming.

**Last pull check**
• Substratum: route twice before circuits
• Herald: clear every Blight
• Repository: fixed sources, changing wires
• Verity: full-pair calls, staged passes, both opening instances transferred out
• Witness: zone, cuff, and test are separate reads

Mechanics and current reward-system behavior reviewed July 30, 2026. Encounter pools remain provisional as noted.
