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Savathûn's Spire (activity)

From Destinypedia, the Destiny wiki

This article is about the Season of the Witch seasonal mode. For the location in Savathûn's Throne World, see Savathûn's Spire.
Savathûn's Spire
SavSpireInfo.jpg

Game:

Destiny 2

Campaign:

Season of the Witch

Player(s):

1-3

Recommended Power Level:

1760 (Classic)
1810 (Legend)

Location:

Savathûn's Spire, Court of Savathûn

Enemy faction(s):

Lucent Brood
Xivu Arath's Horde
Wrathborn
House of Salvation

Hostile race(s):

Hive
Scorn
Fallen

Objective(s):

Master the magic of the Witch Queen's Spire and open the way to the Altars of Summoning.

Gather your coven to master this Legend challenge. Empower the Witch Queen’s Spire and face the experiments within. (Legend)

Destinypedia doesn't currently have a walkthrough for this level; could you write one?

 

Savathûn's Spire was a Seasonal activity that was introduced in Season of the Witch.

Overview[edit]

When the Vanguard were told by Ahsa that Savathûn knows a way to follow The Witness, they would reach out to Immaru. He would agree to help them and resurrect Savathûn, but would say they must deal first deal with Xivu Arath, God of War, and Savathûn's Spire holds what they need. The Guardian would infiltrate the Spire and defeat Hive and Scorn. Eris Morn would use Hive magic to transform herself into the Hive God of Vengeance.

Objectives[edit]

  • Breach the Spire
Savathûn’s Spire beckons. Conquer its magic to open the path to the Altars of Summoning.

One of the following:

  • Eliminate the Arc Votarists
Eliminate the Arc Votarists to summon the Arc crystals.
  • Eliminate the Solar Votarists
Eliminate the Solar Votarists to summon the Solar crystals.
  • Disrupt the Ritual
Shatter the Void crystals to disrupt their ritual.
  • Eliminate the Lighthoarders
Eliminate the Lighthoarders and bring their charges to the ritual circle to conjure Savathûn’s relics.

Then

  • Ascend the Spire
Ascend Savathûn’s Spire to reach her experiments.
  • Dispel the Barrier
Dispel the Hive barrier with your Acolyte’s Staff.
  • Traverse the Labyrinth
Decipher the Hive rune patterns to traverse Savathûn’s Labyrinth.
If facing Lucent Brood
  • Eliminate the Spire's Wardens
Eliminate the Wardens of the Spire to complete the ritual.
  • Conduct the Arc Crystals
Conduct the charge of Arc to each crystal to empower the ritual.
  • Carry the Solar Crystals
  • Shatter the Void Crystals
Shatter the Void crystals to empower the ritual.
  • Reap Your Rewards
Claim the riches of Savathûn’s Spire.

Transcript[edit]

Destiny-GhostConstruct.png
"And my vanquisher will read that book, seeking the weapon, and they will come to understand me, where I have been and where I was going."
The following is a verbatim transcription of an official document for archival reasons. As the original content is transcribed word-for-word, any possible discrepancies and/or errors are included.

Breach the Spire[edit]

Savathûn's Spire, Savathûn’s Throne World

First Ascent

The fireteam enters Savathûn’s Spire for the first time.

  • Eris Morn: There is nascent Light to be found here. We must stoke it, and harness its power.
  • Ikora: Be prepared for anything.

The fireteam uses the Acolyte's Staff to invoke Hive magic.
The fireteam draws a card from the Deck of Whispers.

To ascend, the fireteam completes one of the following encounters:

Arc Votarists[edit]

If facing the Lucent Brood, Lightbearer Arc Votarists arrive.
If facing Xivu Arath's Horde, Hive Arc Votarists arrive.

The fireteam defeats the Arc Votarists, allowing access to the Arc crystals.

  • Eris Morn: Conduct the charge of Arc to the inert Crystals.

Or alternatively

  • Ikora: Transfer the Arc charge to each Crystal.

Or alternatively

  • Immaru: You'll need to move that Arc energy to those Crystals.

The fireteam conducts the Crystalline Charge, and connects the current.

If facing the Lucent Brood, Ei Irulac, Last of Her Coven arrives.
The fireteam defeats Ei Irulac, Last of Her Coven and her Ghost.

If facing Xivu Arath's Horde, a final Arc Votarist arrives.
The fireteam defeats the Arc Votarist.

Solar Votarists[edit]

If facing the Lucent Brood, Lightbearer Solar Votarists arrive.
If facing Xivu's Wrathborn, Fallen Solar Votarists arrive.

The fireteam defeats the Solar Votarists, taking their Solar crystal to the plinth.

  • Eris Morn: Bear each Solar crystal to its vessel.

Or alternatively

  • Ikora: The Solar crystals must be contained.

Or alternatively

  • Immaru: Use those Solar crystals to unleash their power.

If facing the Lucent Brood, Elikan, Last of His Coven arrives.
The fireteam defeats Elikan, Last of His Coven and his Ghost.

If facing Xivu Arath's Horde, a final Solar Votarist arrives.
The fireteam defeats the Solar Votarist.

Void Ritual[edit]

If facing the Lucent Brood, Hive Wizards transmute the Scorn into Abominations.
Transmutant Detestation arrives.

If facing Xivu Arath's Horde, Hive Wizards transmute Acolytes into Knights.
Wrathborn Incursionist arrives.

The Transmutation is complete!
  • Eris Morn: Shatter the Void crystals to undo their power.

Or alternatively

  • Ikora: Break those Void Crystals to release their power.

Or alternatively

  • Immaru: Shoot the Void crystals to bring 'em down.

The fireteam shatters the Void crystals, weakening the Transmutant Detestation or Wrathborn Incursionist.

The Transmutant Detestation is vulnerable

Several Transmutant Detestations or Wrathborn Incursionists arrive.

More crystals manifest

The fireteam defeats all the Transmutant Detestations or Wrathborn Incursionists.

The Hive Wizards are vulnerable

The fireteam defeat the Wizards.

Lighthoarders[edit]

If facing the Lucent Brood: Lucent Arc, Solar, or Void Hoarders arrive protecting Relics.
If facing Xivu's Wrathborn: Wrathborn Arc, Solar, or Void Hoarders arrive protecting Relics.

A Lighthoarder reveals themselves.
  • Eris Morn: Transmute your charged Light within the ritual circle.

Or alternatively

  • Ikora: Take the Hive's Light to the ritual circle.

Or alternatively

  • Immaru: Bring the Hive's Light to that ritual circle!

The fireteam defeats the Lighthoarders and charges the ritual circle.

Arc Lighthoarders
Arc Light empowers you!

The fireteam conjures the relics.

Arc relics materialize
The fireteam picks up and uses the Synaptic Spear Relic.

The fireteam continues their engagement.

  • Eris Morn: Let them know fear.

Or alternatively

  • Ikora: Destroy them, Guardian.

Or alternatively

  • Immaru: Go to town.

If facing the Lucent Brood, a Shrieker arrives.
The fireteam defeat the Shrieker.

If facing Xivu's Wrathborn, Molok, Edge of Xivu Arath arrives.
The fireteam defeats Molok, Edge of Xivu Arath.

Ascend the Spire[edit]

The fireteam completes one of the above encounters.

Encounter complete

Or if the encounter is not completed in time

Encounter failed!
First Ascent

The fireteam ascends the Spire.

  • Ikora: It looks like the way up has cleared. Be careful.
  • Hive Signal: [Recording begins]
  • Savathûn: Guardians. I'm sure Immaru has given you a warm welcome on my behalf.
  • Hive Signal: [Recording ends]
  • Eris Morn: Savathûn's dire machinations echo through these halls. She whispers from the past, anticipating each outcome.
  • Immaru: She left you some recordings. It ain't that deep.
  • Hive Signal: [Recording begins]
  • Savathûn: You've accepted my proposal. We have mutual interests, after all... despite our bad blood. You might not believe me, but... I love my sister. But to us Hive, love is death. No one knows more about killing her than I do.
  • Hive Signal: [Recording ends]
  • Eris Morn: There is something... vile at the heart of this place. Steeped in Hive magic, but bound by the Light.
  • Ikora: Savathûn planned for this moment.
  • Immaru: She knew the Guardian would end up here eventually, Eris Morn in tow.

On their ascent, the fireteam unlocks a secret path in the Spire.

A secret is unveiled.

The Enduring Executioner arrives.
The fireteam avoids the executioner's attacks.
After a moment, the Enduring Executioner retreats.

Second Encounter[edit]

The fireteam reaches a barrier bound by Hive runes.
The fireteam uses the Acolyte’s Staff to invoke Hive magic, dispelling the barrier.
In the room, an elemental ball of Light sits in the center.

Arc Light

A ball of Arc Light in the center of the room, sporadically shoots out hazardous bolts of energy.
The fireteam is inflicted with Shock.

  • Eris Morn: Break the charge of Arc energy to contain its Light.

Or alternatively

  • Ikora: One of Savathûn's experiments with Arc Light. Interrupt its charge.

Or alternatively

  • Immaru: Disrupt that thing to clear the room of Arc energy.

Labyrinth[edit]

The fireteam completes another of the above encounters.
The fireteam comes to a room with multiple runed portals.

First Ascent

The fireteam continues through the labyrinth.

  • Eris Morn: The Spire is alive with Light. We have redirected the Witch Queen's spells and empowered it to... some end. I am not certain.

The fireteam continues their ascent, coming to a room with multiple runed portals.

  • Eris Morn: Hive runes manifest here. Discern their pattern and traverse the Witch Queen's labyrinth.

The fireteam follows the path laid by the Hive runes.

  • Hive Signal: [Recording begins]
  • Savathûn: Xivu Arath can't be confronted. That's what she wants, and she always gets exactly what she wants. So spoiled. So loved. You'll have to find another way. Only her equal could ever have a hope of overcoming the threat of my sister's war march. Only a Hive.
  • Hive Signal: [Recording ends]
  • Eris Morn: So it rests with me.
  • Ikora: Eris?
  • Hive Signal: [Recording begins]
  • Savathûn: My sister depends on the foundations of her cold logic. If you want to remove her from the board, you'll need to test her thesis. There's power for the taking, Eris. And for that... you'll have to prove your right to exist.
  • Hive Signal: [Recording ends]
  • Eris Morn: Savathûn speaks of the sword logic.
  • Ikora: No. We can't play the Hive gods' games.
  • Eris Morn: And yet we must.

The fireteam successfully navigates through the labyrinth.
The fireteam enters the final portal to final encounter.

Reclaiment[edit]

In rare circumstances, the Reclaimant of Savathûn arrives to augment the encounter.
The Reclaimant of Savathûn becomes active and engages the fireteam.

The Reclaimant of Savathûn arrives

The fireteam weakens the Reclaimant of Savathûn.

The Reclaimant of Savathûn prepares to retreat.

If not defeated in time:

The Reclaimant of Savathûn escapes

Spire's Wardens[edit]

Dûl Alai, ur-Hiruk, and Zhirah, Wardens of the Spire arrive.

  • Eris Morn: These are the Spire’s wardens. Remove them and complete our ritual.

Or alternatively

  • Ikora: Those Hive are all that's left in your way. Bring them down, Guardian.

Or alternatively

  • Immaru: These are some of Savathûn's best. Take 'em down.

One of the Spire Wardens will challenge the fireteam first by themselves.

Dûl Alai
Dûl Alai challenges you!

Dûl Alai, Warden of the Spire steps off the platform, and engages the fireteam.
Dûl Alai shields themselves.

Arc crystals manifest

The fireteam connects the current between the Arc crystals, breaking Dûl Alai’s shield.

The crystals unleash their power
The fireteam defeats Dûl Alai, Warden of the Spire and their Ghost.

The fireteam defeats the first Warden of the Spire, engaging the other two.

The Wardens descend...

The fireteam defeats the final two Wardens of the Spire.

First Ascent

The fireteam completes the ritual at the top of the Spire, and opens the chest.
The Spire configures opening the Oubliette and its Altars of Summoning.

  • Ikora: What did we do?
  • Eris Morn: We have reconfigured the inner workings of the Spire, and opened the path to its fetid hypogeum.
  • Immaru: Not how I would have put it, but... that's right.
  • Eris Morn: There is dire magic here, and I am its conduit. We may use this power to our own ends.
  • Ikora: Eris, you can't. This is dangerous.
  • Eris Morn: Meet with me, Guardian. I will prepare the ritual.

Once-Iriis[edit]

Once-Iriis, Failed Variable arrives.

  • Eris Morn: Guardian! Remove the Scorn and claim the Spire.

Or alternatively

  • Ikora: Clear out the Scorn and take the Spire.

Or alternatively

  • Immaru: One of Savathûn's experiments. Real mean. Go get 'em!

Once-Iriis creates copies of themselves scattered across the room.
The fireteam engages Once-Iriis and their copies.

Once-Iriis, Failed Variable manifests Experimental Failures

Weakened, Once-Iriis shields and manifests Discarded Failures.

Once-Iriis, Failed Variable retreats

The fireteam defeats the Discarded Failures and empowers the ritual circles, breaking Once-Iriis’s shields.

Once-Iriis, Failed Variable is vulnerable

The fireteam defeats Once-Iriis, Failed Variable.

Week 1

The fireteam completes the ritual at the top of the Spire, and opens the chest.

  • Immaru: Scorn are still all over the Throne World. No matter how many you kill, they keep comin' back. Witness must be churning 'em out. Hey, didn't your precious boy Crow wish them into existence? Great move. Really spiced things up for all of us. Thank him for me.

Or alternatively

  • Immaru: Savathûn kept these undead dolts in here under lock and key. Studied 'em for a while. She wanted to see if they were anything like Nokris's necromancy. They weren't. They got a special kind of resurrection just for them. No Ghosts, no throne worlds. Just Dark Ether and the Witness. And lucky for us, they just keep comin'.

Or alternatively

  • Immaru: It never gets old watching you glowbugs fight the Scorn for us, heh. You even took care of Rhulk! Must be why you're still in Savathûn's good graces. So, keep it up, champ. You're doin’ great. I know that's what you Guardians like to hear.

Golakh[edit]

Golakh, Befouler arrives.

  • Eris Morn: Use your spellcraft to retake the Spire!

Or alternatively

  • Ikora: More Wrathborn. Drive Xivu Arath’s forces from the Spire.

Or alternatively

  • Immaru: You brought Xivu here, now clear these death-maggots out!

Golakh infests the bells with Hive biomatter, and shields themselves. Befouler Heavy Shank and Befouler Shanks arrive.

The Wrathborn befoul the bells!

The fireteam remove the Hive biomatter and uses the bells to break Golakh’s shield.

The bells toll again

Wrathborn Brigs arrive, backing up Golakh. The fireteam defeat Golakh, Befouler.

Xivu's Arrival

The fireteam completes the ritual at the top of the Spire, and opens the chest.

  • Xivu Arath: ERIS MORN. YOU KNOW THAT THERE IS ONLY WAR. YOU PROVE MY LOGIC TRUE. MEET ME IN BLOOD. MATCH ME IN VIOLENCE. OUR BROODS WILL FEED US WITH THEIR TRIBUTE.
  • Eris Morn: Xivu Arath. When this is finished, you will turn and run, and your worm will gnaw at you as if you were a buried corpse. You will have no tribute then... and you will starve.
  • Immaru: This isn't over. Xivu will keep coming until she wins her war.
  • Ikora: We need to rethink our plan.
  • Eris Morn: No. Our plan needs no revision. Her presence proves its efficacy. We must press on.
  • Ikora: We can't fight her!
  • Eris Morn: But we can hold the line until a way forward is found. Guardian, proceed to the Witch Queen's wretched oubliette. Claim the tithes before Xivu Arath takes them as spoils of her eternal war.
  • Ikora: I don't like this.
  • Eris Morn: You don’t need to.

Gameplay[edit]

Savathûn's Spire is a three player matchmade activity launched from the H.E.L.M. It features two Surge Modifiers, one Threat modifier, all rotating, and the Heroic modifier, as well as Shielded Foes, though it is not listed. A Legend version is also available, with no matchmaking, locked loadouts, Champions and Overcharged Weapons. Both modes also feature the Deck of Whispers.

Starting with Week 3, Wrathborn have a chance to be fought instead of the Lucent Brood. Hive biomatter will encased the ritual sites and Xivu Arath's sigil will float through the arenas with soulfire.

First Encounter[edit]

At the entrance of the Spire, the players will see their drawn card, and then have to Invoke Hive Magic to begin the activity. The specifics of each encounter can be found in the Enemies page, and they take place as described. Once the encounter is completed, the players will be lifted up deeper in the Spire.

The Ascent[edit]

After the first encounter is complete, the players will have to navigate onto precarious platforms between deadly obstacles to reach the second encounter. There is a weekly rotating secret chest in this area, as well as elementally attuned Opaque Cards.

Second Encounter[edit]

After drawing their cards and Invoking Hive Magic, the second encounter will begin. In addition to the base mechanics of the enemies within, there will be a sphere of concentrated Light in the middle of the room. Staying close to the sphere will fling the player away after a little, and the Light will activate its effect during the encounter. Solar Light will burn all players in the area, requiring them to take cover in the shadow to avoid being burned. Arc Light will bathe an area in electricity, obstructing vision and continuously damaging players within. Void Light will tether players in place, making it impossible for them to move, and if they jump, they will be drawn towards it.

After the encounter is complete, a portal will open and allow the players to proceed.

The Labyrinth[edit]

The second traversal section begins in front of a set of three Hive runes and four portals marked by runes. Players should memorize the three runes and jump through the portals marked by them, as this will allow them to use a Rally Banner at the end of the section, before confronting the final boss. As with the Ascent, there are weekly rotating secret chests and elementally attuned Opaque Cards hidden in the maze, as well as deadly traps.

Final Encounter[edit]

After the Labyrinth is completed and the card is drawn, players can Invoke Hive Magic to activate a portal to the final encounter. The middle portal will bring them to the Lucent Hive Wardens, the right portal leads to a Scorn Experiment, and the left portal to a Wrathborn Incursion. In this encounter, a Reclaimant of Savathûn may appear. Killing it before it teleports away will reward players with additional loot, keys and offerings.

Once the final encounter is complete, players can spend their Witch's Keys, and the activity ends.

Unique Enemies[edit]

Bosses[edit]

Rewards[edit]

Weapons
Armor

List of appearances[edit]

References[edit]