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Vault Breaker PvE Guide
UPDATED 30 Jul 2026
CREATED BY Darth Maul
READING TIME 23 MIN

Marathon Vault Breaker PvE Mode Guide

vault breaker 1

Vault Breaker is Marathon's first experimental PvE mode, and it changes the rules you are used to. It drops you into Cryo Archive with no rival crews, hands you a free Sponsored Kit, and then tells you that almost nothing you find is coming home with you. What you are really farming is Vault Data, the event currency that upgrades your kit between runs and buys gear you can take into the rest of the game.

This guide covers the whole loop: the vault chain and what each vault demands, how security clearance actually gates the map, where batteries and cryopods come from, how to solve the DNA sequence, and how to kill the Compiler. Most of that knowledge is not disposable. The clearance system, the battery economy and the Cryo Archive layout are the same skills the normal raid asks for, which is why Vault Breaker is the cheapest place in the game to learn them.

Key Takeaways

  • Event window: Vault Breaker began with Update 1.1.5 on 21 July and runs through 4 August 2026. It is an experiment, not a permanent mode.
  • Nothing normal exfils: weapons, implants, cores, consumables and equipment found in-run stay behind. Event currency and event rewards are the exceptions.
  • Two currencies: Tier 1 Vault Data comes from vaults and from UESC Commander kills. Tier 2 only comes from consecutive vaults solved in one run and then successfully exfilled.
  • Only Kit Upgrades matter in-mode: everything else you buy in the Vault Breaker Armory applies to standard Marathon activities, not to your Vault Breaker loadout.
  • Solo got easier on 28 July: Update 1.1.5.1 added a dedicated Solo queue with increased critical damage against UESC and reduced UESC aggression and accuracy.
  • The goal: chain three vaults in a single run to earn the DNA sequence, open Vault 7, and fight the Compiler.

What Is Vault Breaker


vault breaker 2

Vault Breaker is a roguelite PvE mode set inside Cryo Archive, the raid deck aboard the UESC Marathon. Bungie's framing is hit-and-run: you travel light, hit the Archive's vaults for loot and deeper access, and push further each run while the UESC defends its turf. There are no enemy Runners, which removes the third-party pressure that makes Cryo Archive so punishing in the normal raid.

Detail Vault Breaker
Mode type Experimental PvE, roguelite structure, no rival Runners
Map Cryo Archive, aboard the UESC Marathon
Crew size Solo, Duo or Trio, matchmade or pre-made
Requirement Free Vault Breaker Sponsored Kit, no Runner Level gate
Event window 21 July to 4 August 2026, with Update 1.1.5
What exfils Vault Data and event rewards only
Final boss The Compiler, behind Vault 7
Long-term value Cryo Archive mastery plus groundwork for the Season 3 PvE mode

Use that as your orientation before your first queue. The two rows that catch people out are the exfil rule and the event window — everything else behaves like a stripped-down Cryo Archive run.

Important: Vault Breaker is an experimental mode scheduled to run from 21 July through 4 August 2026. If you are reading this after that date, check in game — the first test has ended and Bungie has said feedback from it feeds the full PvE mode arriving in Season 3.

Current Event Window and Post-Event Value

The mode is a two-week experiment. That matters for how you spend your runs: Kit upgrades only exist inside Vault Breaker, so pouring Vault Data into them late in the event buys you very little. Gear, Cryo Key Templates and Prestige weapons bought in the Armory leave with you and keep their value.

The knowledge is the other thing that persists. Clearance levels, battery routing, vault symbol logic and the Cryo Archive layout all transfer directly to the normal raid. Treat your runs as paid map practice.

Solo, Duo, Trio and the New Solo Queue

You can queue Solo, as a Duo, or with a full Trio, matchmade or as a pre-made crew, and there is no Runner Level requirement. Anyone who owns the game can jump straight in.

Note: as of Update 1.1.5.1 on 28 July, solo players have a dedicated Solo queue with adjusted difficulty — increased critical damage against UESC combatants and reduced UESC aggression and accuracy. Players who prefer the original, harsher solo experience can still queue Trios with Crew Fill turned off.

That matters if you bounced off the mode in week one. A solo Compiler attempt is more realistic now than it was at launch, though Tier 2 Vault Data remains, in Bungie's own words, especially tough for solo Runners.

Where Vault Breaker Fits in Marathon's PvE Plans

Bungie has been direct that this is a data-gathering exercise on the way to a full PvE mode in Season 3. The decision that defines it — no gear extraction — exists to let players experience Cryo Archive without flooding the economy with low-risk, high-power Cryo loot. That single intent explains every other rule in the mode.

The Loot Rule: What Actually Leaves With You

This is where most new players waste their first few runs. You will find weapons, implants, cores, consumables and equipment throughout the Archive, and all of it works during the run. Almost none of it comes out.

Warning: normal weapons, implants, cores, consumables and equipment found during the run do not exfil. Vault Data and event rewards are the exceptions. Prioritise backpack space for Vault Data plus whatever you genuinely need to survive the trip to extraction.

Vault Data T1 and T2


vault data

Vault Data is the event currency, and it comes in two tiers with very different acquisition rules.

Currency How you earn it Needs a successful exfil? What it buys
Tier 1 Vault Data Found inside vaults; also awarded for killing a UESC Commander Vault pickups yes. Commander reward is granted post-run either way Early Kit Upgrades, weekly Armory offers (3x or 5x stock per item)
Tier 2 Vault Data Only from consecutive vaults solved in the same run Yes, mandatory Higher-tier rewards (1x weekly stock), or convert to Tier 1 up to 5x per week

Read that table as a difficulty curve rather than a shopping list. Tier 1 is forgiving and accumulates even on failed runs thanks to the Commander rule. Tier 2 is the real gate, because it demands you chain vaults and then survive the walk out.

UESC Commander Rewards

One rule quietly rescues bad runs. Killing a UESC Commander awards Tier 1 Vault Data, and that reward lands post-run whether you extracted or died. Commanders are the enemies with purple shields, and they also reliably drop a security tag.

That combination is the best early habit to build: Commanders give clearance while you are alive and currency even if the run collapses. If you are learning the map and expect to die, hunting Commanders is never wasted time.

What the Armory Changes and What It Does Not

The Vault Breaker Armory sits under the Event section of the Armory tab, and it does two separate jobs that are easy to confuse.

Note: only Kit Upgrades alter your loadout inside Vault Breaker. Purchases from the Weekly and Limited Offers apply to standard Marathon activities instead. Buying a Prestige weapon does nothing for your next vault run.

The Armory also carries a daily rotating Deluxe weapon, Cryo Key Templates and Prestige weapons, and some pinnacle reward stock stays fixed for the whole event. Prestige gear is limited to one of each across the event, so those are the purchases to make before the window closes. Alongside the gear there are four Vault Breaker Codex challenges that pay out cosmetics: a profile emblem, a profile background, a Circuit Breaker weapon style and a weapon charm.

Packing for Exfil

When your crew commits to extraction, the discipline is simple. Make room for Vault Data and drop what you cannot keep. Spare weapons, surplus ammo and looted implants are dead weight at that point. Keep only the heals and utility you need to physically reach the exfil station, and clear everything else out of your pack.

Worth being clear about what this mode is for: Vault Breaker is a safe way to learn the Cryo Archive layout, but it does not replace the normal Cryo Archive raid , where successfully extracted loot actually enters your inventory.

Sponsored Kit and Upgrade Priority


vault breaker kit

Vault Breaker requires the free special Sponsored Kit from the Vault Breaker Armory tab under the Events section. It is deliberately at its weakest when you first equip it: one standard weapon plus a small amount of equipment and consumables. Everything after that comes from Vault Data, and Cradle and Faction upgrades are enabled during the event too, so your wider account progress still helps.

Your First Few Runs

Do not try to clear multiple vaults on run one. A successful early run is one vault solved and a clean extraction. Bank that Tier 1, buy the boring upgrades, and the mode stops feeling hostile almost immediately.

Priority Upgrade Approx cost Why it matters
1 Green backpack ~200 Tier 1 More carry space means more Vault Data per exfil. Compounds every run
2 Green shield ~200 Tier 1 Basic survivability. You start on grey
3 Blue deluxe shield ~1,000 Tier 1 Biggest early survivability jump. Requires the green shield first
4 Cores and implants Varies Value across the whole run, not just the opening minutes
5 Healing upgrades Varies Quality of life once the essentials are done

Skip the starting-weapon and starting-ammo upgrades early. They cost a lot of Tier 1 for a benefit you often replace with looted gear inside your first point of interest, whereas a bigger backpack pays you back on literally every extraction. Costs above are the figures players have reported in live runs, so treat them as close guidance rather than a fixed price list.

Upgrade Priorities for Compiler Attempts

Hunting the Compiler changes the shopping list from survivability to speed. Credential upgrades are the priority — they hand you the credential outright and delete an entire warden detour. Extra security tags and extra batteries per player come next, since they let a crew stop scavenging and start executing. Both are bought in sequence, +1 then +2, and cap at +2 rather than stacking to +3. Cores are the one line you can leave unfinished, as some green cores reportedly outperform their blue equivalents against AI.

If You Only Have a Few Runs Left

With the event closing on 4 August, the spending logic inverts. Stop buying Kit Upgrades you will not get to use and convert your progress into things that outlive the event.

  1. Buy the Limited Offers first. Prestige gear is one-of-each for the whole event and it leaves with you.
  2. Spend Tier 2 before it expires. If you cannot reach the 1x weekly higher-tier reward, convert Tier 2 down to Tier 1 and buy something you will keep.
  3. Grab Cryo Key Templates. They apply to the normal Cryo Archive raid, which is where you are heading next anyway.
  4. Finish the four Codex challenges. Event cosmetics are unlikely to return once the test closes.
  5. Only then chase the Compiler. If a kill is realistic with your current kit, go for it — but do not sink currency into upgrades purely for one attempt.

There is one extra reason to play the closing weekend: Update 1.1.5.1 added a Double XP Weekend running 31 July to 3 August, boosting season level and all faction reputations. That overlaps the event's final days almost exactly.

The Vault Chain at a Glance

Before the plumbing, understand the destination. You spawn holding a vault key, solve that vault, and the next key is waiting inside on a pedestal. Three vaults in a single run earns the DNA sequence, which opens Vault 7 and the Compiler.

The Observed Vault Order

Players tracking the mode across many runs report a consistent branching pattern rather than pure randomness:

  1. First key: Vault 1 or Vault 2
  2. Second key: Vault 3 or Vault 5
  3. Third key: Vault 4 or Vault 6
  4. Reward: the DNA sequence, leading to Vault 7 and the Compiler

Vault 3 leads to Vault 4, and Vault 5 leads to Vault 6. That single fork decides whether your run is fast or slow. This is the observed pattern from documented live runs, not a published rule, and at least one experienced player notes viewers have disputed it, so treat it as a strong tendency rather than a guarantee.

The Fast 1 to 3 to 4 Route

The efficient Compiler chain is Vault 1, then Vault 3, then Vault 4. Vault 1 needs only batteries. Vault 2 adds a cryopod detour. Vault 6 is by far the heaviest, demanding the Secret Lab trip, antivirus and the most batteries in the mode.

Because of that, crews chasing a kill often reset until the opening key is Vault 1, and treat a Vault 5 second key as a signal to bank what they have rather than commit to the slower branch.


When to Extract and When to Push

Pro Tip: Tier 2 Vault Data only comes from consecutive vaults solved in the same run and then successfully exfilled, so a one-vault run caps your progression. Chain at least two before you leave, but bank a good haul rather than losing everything to a greedy third.

The rule most crews settle on: push for the Compiler only when your kit is upgraded, your credentials are bought and the chain rolled in your favour. Otherwise take the Tier 2 and go — a dead crew extracts nothing beyond whatever Commander kills already banked.

Observed Vault Requirements — July 2026

The requirements below reflect documented live Vault Breaker runs rather than published patch documentation. Exact battery counts and routing rules can change during an experiment, so confirm the current objective shown on your key before committing the run.

Vault Batteries at the vault Extra batteries for systems Cryopod Credential or code
Vault 1 5 — No None
Vault 2 4 1 to fill a pod Yes None
Vault 3 5 — No Pump credentials
Vault 4 6 — No Colony credentials
Vault 5 4 (UI may read 5) 1 to fill a pod Yes Tranquility credentials
Vault 6 8 3 for the antivirus console Yes Secret Lab symbol code
Vault 7 7 3 (shared with Vault 6, same console) No DNA sequence

The "extra batteries" column matters: those are spent on the antivirus console and cryopod refills, not fed into the vault door itself. The worst-case chain works out to roughly 29 batteries including refills, which is where the community rule of thumb comes from — have every player in a trio collect about 10 batteries and you are covered no matter what the chain rolls. Avoiding Vault 2 also caps your cryopod need at two instead of three.

Marathon Vault Breaker vault chain diagram showing the first key as Vault 1 or 2, second key as Vault 3 or 5, third key as Vault 4 or 6, then the DNA sequence leading to Vault 7 and the Compiler, plus step lists for reaching and killing the boss.

Cryo Archive Map and Security Clearance

Clearance is the real map. Every door in Cryo Archive is numbered 1 to 5, and your clearance level decides whether you lap the outside efficiently or get funnelled through the middle. This is the single most transferable skill in the mode.

Wings, Control and the Panopticon

The Archive is a ring of points of interest — Index, Cargo, Steerage, Bio-Stock, Preservation and Revival — all feeding into the central Control area, with the Panopticon at its heart.

  • Every point of interest has a level 1 and a level 2 door into Control. With only level 1, the game pushes you through the centre.
  • Level 2 unlocks the outer connections, letting you lap the map without crossing Control.
  • Panopticon requires level 3. A level 4 door on its east side is the Armory.
  • The freezer pit beneath the Panopticon holds a level 5 compartment, and it doubles as a way to cross between Control's north and south halves without clearance.
  • Elevators to Vaults 6 and 7 need level 3.
  • The Secret Lab between Bio-Stock and Preservation needs level 2 to enter the area and level 4 for the lab itself, plus antivirus to survive inside.

Security Tags vs Security Monitors

There are two clearance sources and they are not equivalent.

Source Clearance value Can you lose it? Where to find it
Security tag 1 point Yes — dropping tags or dying loses the clearance UESC bodies and bags. Commanders always drop one. Also loose on floors and tables
Security monitor 3 points No — it holds until the run ends Yellow interactable terminals. At least one per point of interest

Pro Tip: security monitors are worth three points and cannot be lost on death, while tags are worth one and vanish with your body. Always take the monitor first, and never carry a big pile of tags into a risky fight.

Scanners and Clearance Gating

Scanners reveal nearby objectives — batteries, security monitors, wardens and exfil stations — and pings persist so your crew can route around them. Crucially, a higher clearance level widens the scan radius, so re-scan an area after every clearance jump to surface things that were previously hidden.

One PvE-specific advantage: because there are no rival crews, every monitor on the map is still available. In the normal raid another team has usually taken them. Extraction needs at least level 3 clearance to activate an exfil station, and in this mode those stations sit inside the vaults, though a final no-clearance exfil is marked on your map as a fallback.

Batteries, Cryopods, Credentials and Vault Solving

This is the logistics layer, and almost every failed Compiler attempt traces back to it: arriving at a vault short on batteries, missing a cryopod, or without the credential the door wants.

Finding Batteries Efficiently


marathon battery

Batteries occasionally drop from enemy bags, but most sit loose on floors and tables. The workflow is mechanical: scan, ping everything, then plan one collection loop instead of backtracking. Keep scanning as clearance climbs, since the wider radius exposes batteries you walked past earlier.

Cryopod Locations and Refills

  • Guaranteed empty pods sit at the bottom of Preservation. This is the reliable starting point.
  • Refill station in the freezer pit under the Panopticon, costing one battery per fill.
  • Second refill station in the Bio-Stock spawn area.
  • A guaranteed full pod in the Steerage level 3 room, which skips the refill entirely.

cryopod

Crews chasing the Compiler generally pick up and fill two pods as standard. You only ever need three if your chain starts on Vault 2, so avoiding that opening key means two is always enough.

Pump, Colony and Tranquility Credentials

Three vaults want a credential, and each has its own collection method.

  • Pump credentials (Vault 3): held by a warden on the outer ring, at one of the spawn areas. Scan to locate the marker.
  • Tranquility credentials (Vault 5): the warden sits in the more central square rooms.
  • Colony credentials (Vault 4): shoot down the frozen body bags, collect the colonist credentials, then take them to the Panopticon.

Picking up a credential starts the encounter, so a full crew usually just kills the warden. Solo, there is a stealth line: as Assassin, wait out the door cooldown — reportedly around a minute — go invisible, open up and leave without fighting. The cleanest answer is buying the credential upgrades, which grant the credential directly.

Symbols, Decoys and Frozen Panels


generator room

Every vault except Vault 7 solves the same way. A panel at the entrance displays a symbol, and you must find and activate three matching symbol panels inside to open it.

  1. Read the entry symbol before you move in. That is your target.
  2. Vaults 1 and 2 have no decoys — every panel you find will match.
  3. From Vault 3 onward, decoys appear. Ignore any panel showing a different symbol.
  4. Thaw frozen panels by shooting the small green buttons before they can be activated.
  5. Collect the next key from the pedestal inside once the vault opens.

Vault interiors are deliberately maze-like and there is no shortcut beyond repetition. Vault 6 adds a wrinkle: the panel order comes from three screens in the Secret Lab, read left to right, entered after the batteries and cryopod are installed.

Known Vault 6 DNA Key Issue and Workaround

Warning: last checked 30 July 2026 — crews using the Vault 6 Secret Lab skip upgrade have reported that the DNA Access Card may fail to appear after solving Vault 6 unless someone still physically visits the Secret Lab monitors. Verify current behaviour in game, as this may be resolved in a later update.

If it hits you it can waste a whole Compiler run. Three workarounds have been reported to clear it:

  1. Pre-empt it. Once someone has the clearance, visit the Secret Lab monitors early, even before you hold a Vault 6 key.
  2. Fix it on receipt. Go to the Secret Lab as soon as the Vault 6 key appears.
  3. Fix it retroactively. If the card did not spawn, send a teammate to the monitors and it has been reported to appear afterwards.

The tell is your Vault 6 objective text. If it still tells you to proceed to the Secret Lab using antivirus protection, the skip has not registered. If it describes locating the three-symbol code and installing the batteries and cryo canister, you are clear. Given the time Vault 6 costs, many crews prefer the Vault 3 to Vault 4 branch entirely.

Marathon Vault Breaker observed vault requirements table showing batteries at the vault, extra batteries for systems, cryopod need and credential or code for all seven vaults, based on documented live runs in July 2026.

The DNA Sequence and Killing the Compiler

Three vaults down, the DNA sequence is yours, and the run becomes a puzzle followed by the hardest fight in the mode. This is where crews that were cruising lose the run to the clock.

Processing and Entering the DNA Code

  1. Take the sequence to any starting point of interest and find the machine ringed with black goo.
  2. Insert it and wait for processing to finish. A code then appears on the key itself, in letters such as TCAG.
  3. Move to the point of interest the game marks and insert the key into that machine.
  4. Enter the code using the buttons placed around the room, in order.

Locate all the buttons before you enter anything. Hunting for the third letter mid-sequence is how crews burn the minutes they needed for the boss.

Reaching Vault 7


vault 7

Ride the level 3 elevators up, then hit the antivirus console — the same one Vault 6 uses, which also opens the central room. Insert the DNA, the glass breaks, and Vault 7 is revealed. Load its batteries and the door opens onto a jumping puzzle climbing to the Compiler, with a supply room and an airlock at the top.

Starting the Compiler Damage Phase

Monitors ring the boss room. To open a damage phase you must activate three monitors showing the same symbol, and whichever symbol you interact with first becomes the one you need three of. Frozen ground is cleared the same way as in the vaults, by shooting the green wall buttons.

Once the third panel lands, a bubble spawns in the middle of the room. Stand in it and shoot the Compiler's chest; he opens his cloak and the real damage window begins.

EMPs, Green Orbs and Boss Positioning


orbs

Two things decide this fight. The first is EMPs, which suppress the orbs he fires and stretch the damage window — with enough of them the starting kit weapon is genuinely sufficient. Three is a workable minimum. Farm them from the strongboxes in each level 3 locked room, from lockers and from the Armory; the Grenade Case Plus upgrade also gives dropped blue ammo boxes a chance to contain one.

Warning: the green orbs the Compiler fires heal him. Destroying them is a higher priority than damage, both during a phase and between phases, or you will watch an entire damage window get refunded.

The second factor is positioning. You want the boss parked at one end of the arena, not the centre. Holding aggro from the airlock drags him into exactly that spot, so time your third panel for when he is there. Walk backwards while shooting, space your EMPs rather than dumping them, and try to land the first one just before he opens his cloak.

Team Roles and Common Wipes

A trio splits cleanly. In the boss room, two players hunt symbol panels while the third holds aggro from the airlock. During the run, one takes the pooled batteries to the first vault, one fills two cryopods from Preservation, and one farms batteries, clearance and EMPs. Assassin is the learning and speedrunning pick; crews chasing a kill often stack Destroyer for raw damage and for burning the wardens near Vaults 6 and 7.

Situation Cause Fix
Exfilled with almost nothing Backpack full of gear that cannot leave Carry Vault Data plus survival essentials only
No Tier 2 Vault Data Extracted after a single vault Chain consecutive vaults, then exfil successfully
Clearance collapsed on death Relying on tags instead of monitors Take every monitor; they cannot be lost
Short on batteries at the vault No collection plan Around 10 batteries per player in a trio
Slow branch killed the run Vault 5 second key leading to Vault 6 Bank your haul and reset rather than committing
DNA card never appeared Vault 6 Secret Lab skip issue Visit the Secret Lab monitors, even retroactively
Compiler healed through your damage Green orbs left alive Prioritise orbs over damage at all times
Damage phase wasted Boss sat in the centre of the arena Hold aggro from the airlock and time the third panel

Read this table before your next attempt rather than after it. Nearly every entry is a planning failure rather than a mechanical one, which means a two-minute crew briefing at the rally flag fixes them all.

Once you can hold this whole loop together, the same knowledge is what the normal Cryo Archive raid demands, except there the loot leaves with you. If you want that clear and its rewards without grinding through the PvP pressure first, our Cryo Archive Raid carry covers exactly that run.

Marathon Vault Breaker FAQ

When does Vault Breaker end?

Vault Breaker began with Update 1.1.5 on 21 July 2026 and runs through 4 August 2026. It is an experimental mode, and Bungie has said the feedback feeds a full PvE mode arriving in Season 3.

Can I keep the gear I find?

No. Normal weapons, implants, cores, consumables and equipment found in-run are restricted from exfil. Vault Data and event rewards are the exceptions. Gear you buy from the Armory with Vault Data does carry into standard Marathon activities.

Is Vault Breaker soloable?

Yes, and it got easier. Update 1.1.5.1 added a dedicated Solo queue with increased critical damage against UESC and reduced UESC aggression and accuracy. Players who want the original difficulty can queue Trios with Crew Fill off. Tier 2 Vault Data is still notably harder alone, since it needs chained vaults plus a clean extraction.

Do I need a certain Runner Level?

No. There is no Runner Level requirement for Vault Breaker. You only need the free Sponsored Kit equipped from the Vault Breaker Armory tab under the Events section.

Which upgrades should I buy first?

Backpack and shield before anything else, then the blue deluxe shield, then cores and implants. Skip the starting-weapon upgrades early. Remember that only Kit Upgrades change your Vault Breaker loadout — weekly and limited offers apply to the rest of the game.

What do I get for killing the Compiler?

A wall opens behind the arena containing a substantial amount of Vault Data, with more available at higher clearance, plus an exfil station in the final room. The other rewards tied to the mode are the four Vault Breaker Codex challenges, which pay out a profile emblem, a profile background, a Circuit Breaker weapon style and a weapon charm.

Final Thoughts and Cryo Archive Recommendations

The mental model that makes Vault Breaker click is simple: clearance buys movement, batteries buy vaults, chained vaults buy Tier 2, and Tier 2 buys the things that outlive the event. Get the backpack and shield early, take every security monitor you walk past, keep roughly ten batteries per player, and treat Commander kills as free progress because they pay out whether you make it home or not.

With the event closing on 4 August, spend down deliberately. Kit Upgrades stop mattering the moment the mode goes offline, so convert your remaining Vault Data into Prestige gear, Cryo Key Templates and anything else that follows you into the rest of Marathon. The map knowledge follows you regardless, and that is genuinely the most valuable thing this experiment hands out. Everything else you might want across Tau Ceti IV sits on our Marathon boosting services page.

When you are ready to use that map knowledge where the loot actually stays in your inventory, the normal raid is the next step — and it is a considerably harsher room with rival crews in it. If you want the clear and its rewards without fighting through that pressure, our Cryo Archive Raid carry handles the run while you keep what comes out of it.

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