Destiny 2's Gauntlet section is the second to last part of the Leviathan Raid, and is, potentially, one of the easier sections to complete once you crack it.
In brief, it's an obstacle course, so all you need to do is know the right things to do at the right times, and hope that at least a few of your Fireteam are quick on their feet - and in the air!
Here on this page then, we'll explain everything you need to know about how to complete the Gauntlet and progress to the Leviathan Raid's final stage.
If you want to read more about the Raid, our Destiny 2 Leviathan guide and walkthrough can be help with every main encounter, including the Castellum, Royal Pools, Pleasure Gardens, Gauntlet and final boss, as well as how to access and explore the Labyrinth underbelly.
Note if you are playing on Prestige difficulty, there are additional mechanics to consider, which our Prestige changes and differences page explains.
Destiny 2 the Gauntlet explained - how to complete the Gauntlet obstacle course
Here is a summary of the steps required to beat the Gauntlet obstacle course:
- There are four platforms with the recurring symbols (dogs, cleavers, guards and chalice) on them.
- Two of them also have chevrons and portals underneath - the chalice and the dog-like creature platforms.
- Four players need to stand on the platforms to start the event.
- Once the wave of enemies is cleared, an orb will drop at each portal. The two remaining players - the runners - need to grab them, teleporting them to an obstacle course.
- The four on the platforms have to shoot targets to clear a path for the runners as they make their way round.
- Each time the course is completed, the runners have to dunk an orb in the centre of the room.
- When six orbs are in the centre, everyone must take an orb and complete a harder course.
- If at least three people make it through the course, you can progress.
It's also worth noting there is an additional Challenge Mode to complete, assuming it is active that week.
Detailed breakdown of the Gauntlet encounter:
First up, choose your two runners and your four shooters, and take up positions - shooters on a podium each, and runners on the portals near the Chalice and Dogs podiums.
Once you're there, clear the incoming enemies, ending with a yellow bar enemy at each one. Shortly after it appears, orbs will appear at chevrons by the Chalice and Dog podiums. The runners will pick these up and they'll be teleported into the outside circle of the arena, which is a kind of obstacle course, where they're holding glowing orbs.
They have to make it round the obstacle course, collecting orbs from holes in the walls they encounter.
Here's one successful runthrough, from YouTuber TheTeawrex, for an idea:
Each time they see a wall it'll have nine circular holes in, eight of them coloured green and one of them coloured red. The runner must say which rows are clear of red - so if the top left of the nine is lit, the middle and bottom rows are empty, and they must be called out.
With these instructions, two players outside are dedicated to each runner, who must shoot the chevrons outside that wall as described (so here, middle and bottom) to open the wall up. If done right, the red lit space in the upper left has an orb the runner must collect in order to continue running.
Alternatively, seeing as the runner has speed on their mind, it can also be best for the runner to call out the location of the red circle, where the Orb will be, and then for the shooter to shoot the two other targets - whatever works for your team!
At the same time, the two players outside helping must also follow the runner clockwise, each clearing off enemies (including Councellors) approaching each chevron, then shooting them as called out. To make it easier, have one player designated to the upper most call out, and the other on the lower, so you can shoot them without confusion.
For Season of Plunder, we have the Sails of the Shipstealer quest, Treasure Coordinates and Map Fragments, Cryptic Quatrains and weapons such as the Quicksilver Storm and Taipan 4FR. Meanwhile, there's the arrival of King's Fall and King's Fall challenges, plus weapons including Doom of Chelchis and Touch of Malice. For The Witch Queen, learn how to get Exotics including Dead Messenger and Parasite.
If a runner misses a ball, more Councellors will appear and if left out too long, it'll wipe the entire team.
Once a runner finishes a course, they need to sprint to the middle room in the centre of the area, and dunk their Orb in the socket there. Rinse and repeat until six orbs have been dunked, though be aware runners will have missing flooring to deal with on subsequent runs. Another YouTuber, Mtashed, has a solid walkthrough here:
When six Orbs have been dunked, everyone then has to run and get an orb from the middle, and they'll be teleported into an even harder version of the course.
Only three of the six players need to make it through the course to the end, but only four orbs spawn in each holed wall at a time. Ideally, each player takes it upon themself to know when they can survive missing an orb (you can miss one, but not two), so two miss an orb at each wall. By alternating this way, everyone can make it through providing they don't die during the platforming.
Alternatively, just four players can attempt it, and just call which orb they're going for. Then there's one spare if someone dies, and no risk of miscommunication over who skips an Orb at that wall.
Once three have finished the course and dunked their orbs into the centre, the challenge is complete.
Collect your reward - more tokens and Raid gear - back in the central room, and take the elevator (where you dunked the Orbs) to whichever room is next on your list - including the Royal Pools, Pleasure Gardens, Gauntlet and final boss - best of luck!
Additional reporting by Chris Tapsell.