Garden of Salvation: Difference between revisions
From Destinypedia, the Destiny wiki
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==New Mechanics== | ==New Mechanics== | ||
*The tether mechanic. | *The tether mechanic. | ||
Divinity side quest. Is there a walk through? | |||
==Trivia== | ==Trivia== |
Revision as of 14:27, August 17, 2020
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“ | The Garden calls out to you. | ” |
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Garden of Salvation | |
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Game: |
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Player(s): |
1-6 |
Recommended Power Level: |
940 |
Location: |
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Objective(s): |
Track the source of the Unknown Artifact's signal into the Black Garden. |
Destinypedia doesn't currently have a walkthrough for this level; could you write one? | |
Garden of Salvation is the latest Raid in Destiny 2, released in the Shadowkeep expansion. Taking place deep within the Black Garden, the Guardians are tasked with tracking the source of Unknown Artifact's signal, given to them by the Darkness itself.
The raid features Guardians progressing through the Black Garden, as they battle an onslaught of Sol Divisive Vex. It was made available to players on October 5th, 2019.
Bosses
Walkthrough
Evade The Consecrated Mind
This is the first encounter of the raid itself. You´ll be meeting a big Harpy, named "The Consecrated Mind". This is the first obstacle the guardians meet on their quest of tracking the signal the Unknown Artifact emits.
The fireteam of 6 players will split into 2 teams, one staying with the boss and the other one moving into the next room. The encounter starts when the gate leading to the gate leading to the next room, which is on the right side of the arena, is unlocked.
The encounter starts. The team that stays with the boss will have to keep an eye on it, because it will deploy Voltaic charges that, if not picked up, will explode and wipe the whole fireteam. The boss will likely drop this charges 3 times per phase. These charges look like Vex Confluxes, so its pretty easy to recognize. The player who has to pick up the charge just has to step on it. Once the player picks it up, it will have a 2 minute cooldown. This means the player will not be able to pick up another voltaic charge while its on cooldown. If the player attempts to pick up another charge with the de-buff, it will die.
Meanwhile the team that stays with the boss do their job, the team that ran into the next room will face lots of enemies, including Overload Champions (one per room). The team has to kill all adds to make an Angelic spawn, which is a Hydra that acts like a key. Killing that Hydra will unlock your way to the next room. Remember the tether box you used in the beginning to start the encounter? Well, you have to look for that box again in that current room and connect it with the gate. Once its unlocked, its time to move.
The team that stayed with the boss now moves forward and the team that unlocked the gat has to stay on that room because now their roles have switched. This is done around 3 or 4 times in total for that encounter.
Once you reach the final phase, which is a quick rundown between lots of Cyclops and Overload Minotaurs, the boss will do the same thing as in the previous rooms, drop Voltaic charges. Players usually announce when they are going to pick up a charge, so that the rest of the team can keep running. Killing the cyclopses and the Minotaurs is not important for this phase, you just have to run and avoid their shots. The boss will drop its Voltaic Charges 3 times, and once you reach an area where there are no more enemies, the Consecrated Mind will retreat to the ether and the encounter is over.
Summon The Consecrated Mind
Summoning the Consecrated Mind... This is pretty simple but its very easy to fail, because of the inmense amount of coordination with the players which will have certain roles. To give some context, upon completing the tether puzzle I mentioned before in the first encounter, you will walk to a section of the raid which has 4 relays spread across the map. You can imagine this as a diamond shaped map.
Defenders:
The defenders will be split across the 4 relays in each corner of the map. Their job will be keeping white-shielded Vex away from these relays, because they want to sacrifice in order to detonate the relay and wipe the whole team. There is a tether box, where the runners cooperate with the defenders.
Runners: The runners will have the job of refreshing a certain buff you get when you link a tether cube with a relay. This buff is important, since it allows the player to damage the shield of the Vex trying to sacrifice. The runners, since they are two, they will be cooperating each with 2 defenders at the same time, refreshing the buff and also helping them with enemies, since they are alone at the relays. For example, as you can see, position 1 and 2, which are Underbrush and Thicket (no one calls their positions like that, they use numbers). The first runner will be in charge of refreshing positions 1 and 2 everytime they have like 10 seconds remaining of the buff. Take into account that there is a long path between each position, however since there are portals in each position that trigger once a buff is refreshed, which allow you to warp between relays and increase the speed of the buffing.
This encounter is based on rounds. The way of completing the encounter is by killing Angelics, which are boss-like Hydras. Each round, which are like 3 or 4, there will be Angelics spawning in each relay position, they must be killed of course. Rarely, there will be 3 angelics at one position. The defender is meant to notify the runner when this happens, so they can aid their partner. Once the 3 or 4 rounds of Angelics passes, the gates in the middle will open. Everyone must run inmediately to the center of the map, which is position 5 in the picture. After everyone reaches the center, it’s time to defend the last Relay. There is a tether cube near the relay which is guarded by an Angelic. Kill it and unlock the tether cube to grant yourselves the buff which allows you to kill the shielded Vex. These Vex will spawn in each corridor, and you have to stop them from sacrificing themselves in the relay at the center. Added to that, there will also be more Angelics in said corridors. You have to clear each wave of this Vexes, kill the angelics, while refreshing the buff constantly. From my personal experience, this waves should take just 2 links to the relay. After you do this, the feed will say Undergrowth Defenses subsided, signaling the end of the second encounter.
Defeat The Consecrated Mind
- TBA
Conquer The Sanctified Mind
- TBA
Unique Enemies
Rewards
Weapons
- Accrued Redemption - Combat Bow
- Ancient Gospel - Hand Cannon
- Omniscient Eye - Sniper Rifle
- Prophet of Doom - Shotgun
- Reckless Oracle - Auto Rifle
- Sacred Provenance - Pulse Rifle
- Zealot's Reward - Fusion Rifle
- Divinity - Trace Rifle
Armor
Cosmetic
- Inherent Truth emblem
- Ancient Believer shader
- Ancient Defender shader
New Mechanics
- The tether mechanic.
Divinity side quest. Is there a walk through?
Trivia
- Garden of Salvation is the first Raid in Destiny history to take place in the Black Garden. It is also the second full Vex raid in the series, following the Vault of Glass.
- The community has nicknamed Garden of Salvation as the “Vault of Grass”.
- This Raid seems to be a crossover between Shadowkeep and Season of the Undying as it uses events from both releases.
- Players began calling it "Garden of Energy weapons" due to the frequency of Energy weapon drops.
- There are several motionless Vex Goblins that will awaken when approached and die after a brief moment, one can be encountered as soon as the first encounter is completed after the big drop, on the right side.
- After defeating the Sanctified Mind, Sol Inherent, a Pyramid Scale is formed by the remnants of a Pyramid. This marks the first appearance of Pyramid Scales, 248 days before they would reappear during the Season of Arrivals