Fate of the Vaal

Energise Vaal Beacons, build Atziri's Temple room by room, beat the Architect for the Royal Access Chamber, and face the Red Queen.

Start: Vaal Beacons and the Vaal Ruins
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The climb to the Red Queen

Six stops, in order. Tick each one when you've done it in game.

0 of 6 done in game.

  1. Stop 1

    A Vaal Beacon

    Kill the monsters around a Beacon in a map, then activate it.

    You complete your first Beacon.

    Taught in Vaal Beacons and the Vaal Ruins

  2. Stop 2

    Six Crystals

    Bank Energised Crystals. Lira Vaal maps always have Beacons, and Temple Tablets add more.

    You have six or more Energised Crystals.

    Taught in Vaal Beacons and the Vaal Ruins

  3. Stop 3

    Build the Temple

    At the console in the Vaal Ruins, lay rooms and Paths toward the Architect's Chamber.

    Your road reaches the Architect's Chamber.

    Taught in Building the Temple

  4. Stop 4

    Xipocado, Royal Architect

    Beat him to open Xipocado's Console of Restricted Rooms.

    He's dead and you've used his console.

    Taught in The Architect and the Red Queen

  5. Stop 5

    Royal Access Chamber

    Place it from the console in a Temple of area level 75 or higher, connect it and complete it.

    The Royal Access Chamber is complete.

    Taught in The Architect and the Red Queen

  6. Stop 6

    Atziri, the Red Queen

    Beat the Red Queen, then her second form, the Fell Serpent. Take the Medallion she drops to the chamber entrance to open her Vault.

    Both forms are beaten and her Vault is open.

    Taught in The Architect and the Red Queen

The Path rule

Since 0.5.0, a room that has to be removed but still connects to other rooms becomes a plain Path. Your road survives; the room's bonus doesn't.

Older guides build a long snake of rooms to stop decay. That no longer works.

Tier 4 needs a passive

Rooms stop at Tier 3 until you take Transcendent Progress on this storyline's Atlas tree. Quipolatl's Medallion only goes up to Tier 3 as well.

GGG's 0.5.0 notes. The wiki says not every Tier 4 reward is confirmed yet.

Temple crafting

The Temple's crafting goes past where a Vaal Orb stops.

  • Vaal Infusers push quality past 20%. Up to 30%, with a chance to corrupt. Armourer's for armour, Blacksmith's for martial weapons, Arcanist's for caster weapons, Catalysing for jewellery.
  • The Architect's Orb corrupts a corrupted item again. It adds another corruption enchantment or destroys the item. The wiki says 50/50, from one source.
  • Orbs of Sacrifice come after Atziri. They upgrade a Corrupted Enchantment on a Rare item once, and remove one random explicit modifier to pay for it.
Read the Fracturing and Sacrifice lesson
Read “Building the Temple” as text

Open the Temple Console

Spend six Crystals at the console in the Vaal Ruins to start a run. The console shows the Temple as a 9 by 9 grid: the entrance on one side, Atziri's Chamber past the far edge. Each run deals you six Room Cards, and about half of them are Paths.

You have to place at least one card to run. Cards you don't place are thrown away.

Place Paths and rooms

Paths connect things, and each one faces a fixed way, so its exit has to line up with the Path next to it. Rooms can only go next to a Path or a room they work with. When two rooms work together they link up and upgrade each other; the slot that would do this is outlined in green.

Some pairs from the wiki: a Smithy is upgraded by Golem Works or a Generator, a Corruption Chamber by a Thaumaturge or the Sacrificial Chamber, and a Flesh Surgeon by a Synthflesh Lab.

Push rooms up a tier

Rooms climb tiers from the rooms around them, and every tier adds more to the Temple. Their best devices arrive at Tier 3, like the Smithy's Masterwork Forge or the Corruption Chamber's Corruption Instiller.

If it goes wrong: Rooms stop at Tier 3 unless you take the Transcendent Progress passive on this storyline's Atlas tree. GGG's 0.5.0 notes say so; some guides skip it.

Expect rooms to collapse

The Temple stays between runs, so you keep building on what's left. But each time it closes, some rooms destabilise and are removed: the wiki says about 10%. Beating the Architect takes more, and beating Atziri takes most of it.

Restricted Rooms you could reach always destabilise when you leave. Each Reduced Destabilization passive cuts the loss by 1%.

Know the Path rule

Since 0.5.0, a room that has to go but still connects to other rooms turns into a plain Path instead of vanishing. Your road stays whole, but the room's bonus is gone.

If it goes wrong: Older guides build a long snake of rooms so nothing can decay. That trick ended in 0.5.0.

Use Medallions

Medallions are tools for the Temple. You can hold six. The wiki says they start dropping after your first Architect kill, from Temple bosses and minibosses.

  • Juatalotli's Medallion: Stops one room's next Destabilisation. Pick it when: A key room on your road would hurt to lose. The cost: Since 0.5.1 it only drops from the Architect and Atziri.
  • Quipolatl's Medallion: Raises one room a tier, up to Tier 3 (wiki). Pick it when: A room is one tier short of its device. The cost: It can't take a room to Tier 4.
  • Puhuarte's Medallion: Rerolls the Room Cards you haven't placed (wiki). Pick it when: Your hand has nothing that fits. The cost: It doesn't reroll Restricted Rooms.