Overview
A 6-player raid released with the Shadowkeep expansion, accessed from the Moon destination. The fireteam tracks down and destroys two Vex Minds, the and the , across four encounters built on the , , , and mechanics.
Most of the raid is add clear and mechanics rather than boss DPS. Bring survivability and add-clear for the first two encounters and save boss-damage loadouts for the last two.
This is a merged reference compiled from four sources spanning 2019 to 2025. Where weapon recommendations differ by era they are labeled; the core mechanics are consistent across sources.
- Tether
A chain shot from a floating box that links players in line of sight. The line turns red near the limit and you cannot shoot while tethered. Used to open doors, rebuild floors, and reach relay nodes (the 3D plus signs).
- Voltaic Overflow
Energy the boss drops on the ground; pick it up within about 3 seconds or the team wipes. The pickup debuff lasts 2 minutes 30 seconds, and a second pickup while debuffed kills you. Used to enter the eyes mini-game on the Consecrated Mind.
- Enlightened
A buff from completing a tether chain to a relay or banking motes. Lasts 45 seconds and is required to break the white shields on Vex; without it those enemies can sacrifice and wipe you.
- Motes
Currency dropped by Minotaurs and other Vex. Bank 30 into a relay to overload it for damage; banking grants Enlightened. Sacrificed Vex remove motes from the bank.
- Angelic
An enemy that spawns after adds are cleared in the farthest open room or center path. Killing it removes the shield on a tether box; it disables tether boxes while alive.
- Cyclops
A tanky Vex eye enemy that spawns on pillars and one-shots players almost regardless of power; must be killed to progress.
- Supplicant
A self-destructing suicide harpy that one-shots players who are too close.
- Divinity
An exotic trace rifle whose debuff bubble makes precision damage easier on moving bosses. Earned via a multi-step tether-puzzle quest hidden throughout the raid.
- Consecrated Mind
The Vex Mind boss of the third encounter.
- Sanctified Mind
The Vex Mind final boss of the raid.
Leapfrog
Two teams of three leapfrog through rooms, opening tether doors by killing Angelics while keeping Voltaic Overflow off the ground, then a field chase. No boss DPS.
Mechanics
: the boss drops a blob of energy; pick it up within about 3 seconds or the fireteam wipes. The pickup debuff lasts 2 minutes 30 seconds, and picking up a second while debuffed kills you (dying clears the debuff).
: shoot a floating box to start a chain that links players in line of sight; the line turns red near its limit and you cannot shoot while tethered. Chain from the box to a plus-sign node to break a door. Most tethers need 3 players; pull a 4th only for bad angles.
Killing the in the farthest open room removes the shield on the next tether box.
- Overload Champion Minotaurs appear and must be killed (Overload rounds help, especially at lower power)
- spawn on the middle pillars and one-shot you almost regardless of power
Strategy
Split into two teams of three. One team stays with the boss to juggle ; the other pushes forward, clears all adds, kills the , and tethers the next door open.
- Forward team tethers the door, pushes in, and kills everything including Cyclops and Overload Champions
- Kill the Angelic to unshield the next box, then tether the next door open
- When a door opens the boss teleports forward and the teams swap roles, hopscotching room to room (decide a Voltaic Overflow pickup order to stay organized)
- The 4th room has 3 nodes to tether to unlock the door
- After the boss teleports out of the 3rd room, regroup in the 4th room and move into the field together
In the field, chase the boss and pick up the 3 Voltaic Overflow charges it drops while killing the . Once all charges are collected the boss teleports away and the encounter ends. A jumping puzzle follows.
If a 3rd charge drops with only 2 people present, one can grab a second and be res'd after dying, but never rely on this as the normal plan.
Recommended loadout
- Tether
A chain shot from a floating box that links players in line of sight. The line turns red near the limit and you cannot shoot while tethered. Used to open doors, rebuild floors, and reach relay nodes (the 3D plus signs).
- Voltaic Overflow
Energy the boss drops on the ground; pick it up within about 3 seconds or the team wipes. The pickup debuff lasts 2 minutes 30 seconds, and a second pickup while debuffed kills you. Used to enter the eyes mini-game on the Consecrated Mind.
- Angelic
An enemy that spawns after adds are cleared in the farthest open room or center path. Killing it removes the shield on a tether box; it disables tether boxes while alive.
- Cyclops
A tanky Vex eye enemy that spawns on pillars and one-shots players almost regardless of power; must be killed to progress.
Undergrowth (Relay Defense)
Defend the relays from sacrifices using the Enlightened buff, with runners shuttling between sides through portals, then converge on the center. No boss DPS.
Mechanics
: enemies spawn with white shields you can only break while Enlightened. Get it by completing a chain from a box to a relay (needs at least 2 people); it lasts 45 seconds and broken shields do not regenerate. Killing the in the center path unshields the tether box; Angelics disable the box while alive.
The arena is laid out like a baseball diamond with four relay plates and a left and right side. Activating relays opens teleporters between them (1-2, then 3-4, then 4-1), letting runners support two plates at once. Barrier Champions appear for the pushing team.
If too many Vex sacrifice at the relays you wipe. harpies join near the end and one-shot you up close.
Strategy
- Assign 4 plate/relay defenders (one per corner) and 2 runners/floaters; runners should be more experienced and mobile
- The plate defender stands closest to and shoots the tether box; the runner slides in behind to connect - the fastest re-buff
- Start at one corner, kill adds, kill the Angelic to open the box, then tether everyone on the first relay so the whole team gets Enlightened
- Push corner to corner, opening each relay and using the portals to shuttle and refresh Enlightened; call out when a defender's buff drops to about 10 seconds
- Put weaker players on plates 1 and 2 (easiest to defend); timing gets trickier on 3 and 4
When all the relay Angelics are down, the center opens and everyone converges to connect the two center tether boxes while killing adds and Angelics. Line up so the chain does not break, rebuff as a team, and repeat for about 1.5-2 minutes until the encounter ends. After loot, a tether box spawns: chain it to the middle relay to start the next encounter.
If someone loses their buff, an Enlightened player can strip the shield so anyone can finish the kill. Stasis can freeze shielded Vex to stop sacrifices.
Recommended loadout
- Tether
A chain shot from a floating box that links players in line of sight. The line turns red near the limit and you cannot shoot while tethered. Used to open doors, rebuild floors, and reach relay nodes (the 3D plus signs).
- Enlightened
A buff from completing a tether chain to a relay or banking motes. Lasts 45 seconds and is required to break the white shields on Vex; without it those enemies can sacrifice and wipe you.
- Angelic
An enemy that spawns after adds are cleared in the farthest open room or center path. Killing it removes the shield on a tether box; it disables tether boxes while alive.
- Supplicant
A self-destructing suicide harpy that one-shots players who are too close.
Consecrated Mind
Bank motes Gambit-style while a second team runs the eyes mini-game, then a short, tight DPS phase on the Consecrated Mind.
Mechanics
Two teams of three: a mote (Gambit) team and an eyes team. The boss moves between four locations spawning enemies; the rotating tub (the washing machine) is a handy reference point for callouts. Deposit points are commonly labeled L1, L2, R1, R2.
drop from glowing Vex (Minotaurs, plus goblins and Cyclops); bank 30 into the active relay to trigger DPS. Banking motes or completing a tether refreshes the buff used to kill the shielded adds defending the bank.
Eyes: the player who picks up is detained and calls inner or outer (each fin has an inner and outer eye). The detained player shoots the top fin; one teammate left, one right shoot their side. Shooting the wrong eye instantly kills the detained player (who then loses the timer and can pick up again). The sequence is only about 5 seconds.
Strategy
- Mote team runs 5-10-10-5: player 1 banks 5 (one Minotaur), player 2 banks 10 and player 1 returns to the middle, player 3 banks 10, then player 1 banks the final 5 for 30
- Never pick up motes unless it is your turn, and let one person scoop a Minotaur's full drop - motes are on a timer once picked up
- Eyes team follows the boss; the pickup player can delay a couple of seconds to buy the mote team time, then call inner or outer and split left/right/middle
- Repeat the eyes sequence 3 times; banking the 30th mote triggers DPS
When the boss is drawn to the relay everyone converges. Shoot all the red eyes to make it vulnerable, then hit the white spot in the center of its body. DPS is short and primarily precision, and the boss moves, so move up slightly past the back shield and hold.
Boss-damage picks by era: Weapons of Light dropped in the hallway (grab the buff while chasing) and Shadowshot to slow the boss; 2024 teams used Divinity with Aspire the Watcher; current meta leans on Still Hunt with Celestial Nighthawk or Prismatic burst supers. Aim to one-phase, since the boss has low health.
Recommended loadout
- Voltaic Overflow
Energy the boss drops on the ground; pick it up within about 3 seconds or the team wipes. The pickup debuff lasts 2 minutes 30 seconds, and a second pickup while debuffed kills you. Used to enter the eyes mini-game on the Consecrated Mind.
- Enlightened
A buff from completing a tether chain to a relay or banking motes. Lasts 45 seconds and is required to break the white shields on Vex; without it those enemies can sacrifice and wipe you.
- Motes
Currency dropped by Minotaurs and other Vex. Bank 30 into a relay to overload it for damage; banking grants Enlightened. Sacrificed Vex remove motes from the bank.
Sanctified Mind
Every prior mechanic combines: bank motes through portals on the blue and orange sides, rebuild collapsing platforms with tethers, then tether-gate a tight DPS phase.
Mechanics
The arena is a central platform with two side islands, a blue/light (left) side and an orange/dark (right) side, each with a relay needing 30 and a box above it. The boss has two weak spots: the left leg opens the blue portal, the shoulder opens the orange (red) portal.
The boss constantly fires and periodically slams a section of the arena, killing players there and removing that floor section; this happens whenever a weak spot is destroyed. Tethering plus-sign nodes rebuilds the missing floor. Vex that sacrifice at a relay remove banked motes.
Strategy
- Split into Blue and Orange mote teams plus Bridge Builders who keep the floors rebuilt and clear adds
- Shoot the matching weak spot to open a side's portal; that team goes in, slays Vex, and collects motes (hold up to 10)
- Call out when done; outside players reopen the portal so collectors can come back and deposit, then send the next player
- Stagger banking as insurance, and keep both relays from being sacrificed down; bank 30 per side
Damage phase: kill the Angelic and goblin wave to unlock the tether boxes. The boss shows a blue or orange plus sign; the matching side chains its box from the connection point to the boss to start DPS (usually 3 people, with a 4th as backup and a fixed tether order). The opposite side must tether second within about 5 seconds or the phase ends.
If a relay lacked enough motes, the tether connects but the boss will not become vulnerable - usually a wipe. The boss has low health, so a clean setup can one-phase it, but the window is tight and there is an enrage after roughly three phases.
Recommended loadout
- Tether
A chain shot from a floating box that links players in line of sight. The line turns red near the limit and you cannot shoot while tethered. Used to open doors, rebuild floors, and reach relay nodes (the 3D plus signs).
- Motes
Currency dropped by Minotaurs and other Vex. Bank 30 into a relay to overload it for damage; banking grants Enlightened. Sacrificed Vex remove motes from the bank.