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{{Article quote|The [[Black Garden|Garden]] calls out to [[The Guardian|you]].}}
{{Level infobox
{{Level infobox
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|nameBG=#467356
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|sectionBG=#008b8b
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|lineBG=#008b8b
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|prev= [[Crown of Sorrow (raid)|Crown of Sorrow]]
|prev= [[Crown of Sorrow (raid)|Crown of Sorrow]]
|next= [[Deep Stone Crypt (raid)|Deep Stone Crypt]]
|next= [[Deep Stone Crypt (raid)|Deep Stone Crypt]]
|game= ''[[Destiny 2]]''
|game= ''[[Destiny 2]]''
|name= Garden of Salvation
|name= Garden of Salvation
|image= [[File:Gos.jpg|325px]]
|image= [[File:VexSalvationGarden2.jpg|400px]]
|player= 1-6
|player= 1-6
|light= 940
|light= 1600
|place=[[Black Garden|The Black Garden]]
|place=[[Black Garden|The Black Garden]]
|objective= Track the source of the [[Unknown Artifact]]'s signal into the [[Black Garden]].
|objective= Track the source of the [[Unknown Artifact]]'s signal into the [[Black Garden]].
|factions=[[Sol Divisive]]
|races=[[Vex]]
|nowalk=yes
}}
}}
'''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.
{{Article quote|The [[Black Garden|Garden]] calls out to [[The Guardian|you]].}}
'''Garden of Salvation''' is a [[Raid]] in ''Destiny 2'', released in the ''[[Shadowkeep]]'' expansion on October 5th, 2019.  
 
When [[Vex]] from the [[Sol Divisive]] are [[Season of the Undying|drawn]] to the awakened [[The Lunar Pyramid|Pyramid]] beneath the [[Moon]], [[Eris Morn]] tracks a mysterious signal with the [[Unknown Artifact]] emitting from deep within the [[Black Garden]]. Now [[Guardians]] must enter the birthplace of the Vex as they trace the signal to its [[Darkness#Veiled Figures|source]] at the center of the garden, uncover [[Pyramid Scale|remnants]] of the [[Black Fleet]] and defeat the [[Consecrated Mind, Sol Inherent|Vex]] [[Sanctified Mind, Sol Inherent|Minds]] empowered by them.


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.
==Unique enemies==
*[[Angelic]]s
*[[Barrier Hobgoblin]]s
*[[Overload Minotaur]]s
*[[Supplicant]]s


==Bosses==
==Bosses==
*[[Consecrated Mind, Sol Inherent]]
*[[Consecrated Mind, Sol Inherent]]
*[[Sanctified Mind, Sol Inherent]]
*[[Sanctified Mind, Sol Inherent]] {{C|Final Boss}}


==Walkthrough==
==Walkthrough==
===Evade The Consecrated Mind===
===Evade The Consecrated Mind===
[[File:GardenofSalvationStart.jpg|thumb|300px|]]
Players will enter an arena containing an [[Ultra]] [[Harpy]] named the [[Consecrated Mind, Sol Inherent]]. However the boss will not initially attack; to start the encounter, look for a [[Vex]] box floating in the air. The box can spawn randomly in several different spots around the arena upon entering. If you fire at the box, it will project a tether to the nearest player. The tether can chain to multiple Guardians near each other. The goal is to lead the tether chain to a barrier at the back right-hand corner of the arena to get it to open. Once this is done, the Consecrated Mind will become active.


This is the first encounter of the raid itself. You will encounter a Harpy, named the "[[Consecrated Mind, Sol Inherent|Consecrated Mind]]". This is the first obstacle the guardians meet on their quest of tracking the signal the [[Unknown Artifact]] emits.
Players must split into two teams of three: one stays behind in the same area as the boss, and the other moves into the next area that was beyond the barrier. The first team must kill multiple waves of enemies while the boss roams around, occasionally firing at players. The Consecrated Mind is completely invulnerable to all damage during this phase. After some time the boss will spit a Voltaic Charge onto the ground, and one of the three team members must run over to it. The charge will resemble a Vex [[Conflux]]. Once they have done this, they will be afflicted with the 'Voltaic Overflow' debuff, lasting for two minutes and thirty seconds. If one player collects multiple Overflow debuffs, they will die, so it must be split evenly between the three team members. If nobody interacts with a Voltaic Charge to acquire the debuff in time, it will explode, wiping out the entire fireteam.  
 
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 [[Conflux|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 [[Champions|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. You have to look for the tether box you used in the beginning of the encounter 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.
The other team, the one that proceeded into the next room, must make their way forward through several waves of enemies, including [[Champion]]s. Players must kill every single enemy in their way to progress. At the end of the room, there will be another barrier, and a unique [[Hydra]] called an [[Angelic]] will spawn. Destroy it to spawn another tether box, and guide the tether to the barrier to unlock it. Once this is done, the Consecrated Mind will teleport into the room where the team that killed the Angelic was in, and the two teams must swap roles; one stays behind to collect the Voltaic Overflow, the other moves forward. This process is repeated several times with alternating roles before all six players finally reunite at the penultimate room for this 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.
The team must connect three different tether boxes to the next barrier. Once it is open, the team can proceed into the final room for the first encounter. The boss will reappear at the final area, which will also have several [[Cyclops]]es. Run through them while the boss continuously moves forward and spits Voltaic Charges which players must collect. When the team has made it to the end of the area, the Consecrated Mind will retreat and the reward chest will spawn, thus ending the first encounter.
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===
===Summon The Consecrated Mind===
Summoning the Consecrated Mind...
[[File:GardenofSalvation5.jpg|thumb|300px|]]
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.
The fireteam will arrive into a large diamond-shaped map, with a relay at each corner of the map. These relays contain Vex confluxes in the center, as well as [[Warp Gate]]s on either side. Close to each conflux is also a tether box, however normally they will be shielded. At the start of the encounter, Angelics will spawn near the relays. Players must destroy them to lower the shields around the boxes so they can shoot the box to activate the tether, then guide the tether to the conflux, which will give them the 'Enlightenment' buff for forty-five seconds. The Warp Gates will only activate when the tether has been guided to the conflux.
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.  
[[File:Summon the Consecrated Mind Map.png|thumb|left]]


'''Defenders:'''
The objective will be to defend each of the confluxes from waves of Vex. They will head for the confluxes in order to sacrifice themselves to them. If enough sacrifices are made, the entire fireteam will be wiped. The Enlightenment buff is essential for this encounter; The Vex will spawn with immunity shields, and only buffed players will be able to break through them and kill the Vex. The buff must be constantly reapplied to get through this encounter.
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:'''
For this encounter, the team will be split into three groups of two: the first team will defend the southern relay, the one in front of the team when they first enter the map. The second team will head down the left path to the western relay, while the third team moves to defend the eastern relay. The east and west teams will have to face [[Barrier Hobgoblin]]s upon arriving to their respective relays, so seasonal anti-barrier mods are recommended. Once the left and right relays are cleared, one player from each team will meet at the north relay at the top of the map.  
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 [[Angelic|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.
From there on, the team roles will change; four players will defend one of the relays, while the two remaining players will have to cycle through the relays to refresh the buff and to assist in killing the enemies. Three Angelics will eventually spawn once in each of the relays, which need to be cleared out. Once they all have been killed, all players must regroup at the center of the map, where there will be another relay and tether box. Players must tether the relay to acquire the buff, and defeat all incoming enemies, with Angelics included among them. Once this has been completed, another chest will spawn, signifying the end of the second encounter.
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===
===Defeat The Consecrated Mind===
Here, you'll get to kill the Consecrated Mind that you met in the 1st encounter. This encounter is overall, pretty straightforward. The difficult part of this encounter will be communication, as the teams work separately
[[File:GardenofSalvation6.jpg|thumb|300px|]]
Before the encounter can start, players must first link the tether to the conflux at the center of the map. When this is done, the Consecrated Mind will appear.  


First of all, split into 2 teams, consisting of 3 people each. The first team of three will be known henceforth as the “Boss Team”. The second team of 3 will be called the “Motes Team”. Let's start off with the jobs of the Motes Team. Designate one person as “Motes 1 and 4”, the second person as “Motes 2”, and the 3rd person as “Motes 3”. The reason you want to split up like this is because it optimizes your ability to dunk 30 motes in a 5, 10, 10, 5 pattern.
Players must split into two teams of three; one will stay with the boss, and the other will defend one of the four relays at the beginning of the second encounter. The relay the second team must defend will be identified with a beam of light shooting upwards into the sky from it. When the encounter starts, a [[Major]] [[Minotaur]] will spawn, which the second team must kill. Upon death the Minotaur will drop five Voltaic Motes, akin to [[Mote of Dark|Motes of Dark]] from [[Gambit]]. One of the players must collect the five Motes and bank them at the conflux. It is recommended that only one player pick up all five motes.  


When the encounter starts, one of the 4 relays you were just defending from the second encounter will shoot a bright beam of white light into the sky. This will be where you dunk the motes. In the same path as the lit up relay, a large minotaur will spawn. The gambit team will kill this minotaur and it will drop 5 motes. Whatever happens, the Boss team should NEVER pick up any motes. Have the person designated 1 and 4 pick up the 5 motes and dunk it in the lit up relay. Once you dunk, you will get the Enlightened buff which will allow you to break the white shields over the goblins trying to sacrifice at the relay. While 1,4 is defending the relay, the two other mote team members will kill 2 more minotaurs for a total of 10 motes. This time the person designated Motes 2 will pick up all 10 and head over to the relay. Once motes 2 reaches the relay and dunks, motes 1 and 4 will go back to the center area. After killing 2 more minotaurs, Motes 3 will pick up all 10 and go dunk at the relay. Motes 2 will then go help 1 and 4 kill one more minotaur for a final 5 motes. Motes 1 and 4 will pick up their last set of 5 and dunk. Keep in mind that every time you dunk, exploding harpy supplicants will spawn and chase you down. Now for the boss team
Like before, the Vex enemies will attempt to sacrifice themselves at the conflux and will be surrounded with immunity shields. The player who banks the motes will receive the Enlightened buff needed to break the shields and kill the Vex. The second team must wait for another Minotaur to spawn, kill it, and one player from that team will collect and bank the Voltaic Motes. Over thirty motes in total need to be banked.  


The Boss teams job is very straightforward. Designate people to pick up voltaic overflow like in the 1st encounter. One person should be the 1st pickup, the other should be the 2nd pickup, and the last should be the 3rd pickup. After a couple of seconds, the boss will start going in a certain direction, all 3 boss team members will follow the boss into a smaller area. The boss will then spit out a voltaic overflow in the middle, of which the 1st pickup will pick it up. The other 2 people who are NOT picking it up should stand on either side of the player who is picking it up. Once 1st pickup picks up the buff, they will become detained. After a couple of seconds, the boss will reveal three eyes. They will either be on the outer edge of the boss’ face, or on the inside. If the detained person sees the outer eyes, they will say “Outer”, if they see the inner eyes they would say “Inner”. The people who aren't detained will shoot the left and right sides depending on what side they are on, and the detained person will shoot the top one. If you fail, the detained person will die, if not the boss gets a stun animation. Repeat this process with people without the voltaic overflow buff until damage phase starts
It should be noted that [[Supplicant]]s will also spawn from the side pathways, and should be cleared out as quickly as possible or they will swarm players.


After the last set of 5 motes are dunked, for a total of 30 motes, in the bottom left it will say “The Consecrated Mind is drawn to the overloaded relay”. All 6 players will head over to the powered relay (where the motes were dunked). The boss will then come to the relay and reveal a lot of eyes. You must shoot all of them in time, otherwise you’ll wipe. Once you do shoot them, he will reveal a black center spot, which is a crit spot for damage, and start moving back. Once the boss’ black center spot goes away as he reaches the middle again, the damage phase ends, and everyone repeats this process until the boss is dead. To get to the chest, go through the path with the circular rotating platforms.  
Meanwhile the Consecrated Mind, after some time shooting at players, will float over to one of four platforms located to the north, south, east and west when the encounter first starts, and the first team must follow it to whatever direction it goes. When the boss reaches the platform, it will spit out a Voltaic Charge. One player must run into the charge, but unlike in the first encounter, they will be Detained as soon as they step into it. After a few seconds of detainment, the boss will open up, revealing two pairs of red glowing eyes on each of the three fins. On each fin, one of the eyes will be closer to the center of the boss while the other will be located further from it. When the boss opens up, the eyes must be shot at. Players who are not detained will be able to see all six eyes lit up, while the player who is detained will only be able to see the outer or inner circle of eyes lighting up. This is important, for if the wrong circle of eyes are shot at, the detained player will die. The detained player must call out which circle of eyes to shoot at, either inner or outer. When the eyes have been fired at in time, the boss will head back to the middle of the arena and the process will repeat. Players will acquire the Voltaic Overflow debuff after going into the Charge, and thus cannot enter it again for as long as they have the debuff.  


During Damage, I recommend that hunters use marksman's dodge with xenophage, and whisper. If you have more than two hunters, have one of them run tether, and the rest go golden gun with celestial nighthawk. Warlocks should use Well of radiance with Whisper, and titans should use War of Dawn super, Xenophage with Actium War Rig, or Whisper of the Worm.
Once all 30 motes have been banked, the Consecrated Mind will go over to the overloaded conflux, and all six fireteam members will once again reunite to its location. Once it has reached the conflux, it will open up once more, and all six eyes will be visible on its fins. Players must quickly shoot all of the eyes, and once this is done, the damage phase will activate.
 
===Conquer The Sanctified Mind===
*TBA


==Unique Enemies==
Once the boss becomes susceptible to damage, it will retreat to the center area. It is recommended that players follow after the boss, for eventually a barrier will appear between the relay and the boss. However they must not get too close; if they do, the boss will wipe the entire fireteam.
*[[Angelic]]s
*[[Barrier Hobgoblin]]s
*[[Overload Minotaur]]s
*[[Supplicant]]s


==Rewards==
When the boss reaches the center of the arena, it will become immune again, and the encounter will repeat. The two teams complete their tasks until the damage phase until the Consecrated Mind has been defeated.
===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===
===Conquer The Sanctified Mind===
*[[Kentarch 3 Suit (Hunter)]]
[[File:SanctifiedMind.jpeg|thumb|300px|The Sanctified Mind]]
*[[Kentarch 3 Suit (Titan)]]
For the final boss of the raid, players will be split into three teams of two. Two teams will collect motes and one team will stay behind. There are two [[Vex]] confluxes or "banks", one blue and one red. An [[Angelic]] will spawn, which must be killed. Once this is done, the first team will either shoot the Mind's left shoulder, dropping a teleportation portal to the Red zone, or its right knee to go to the Blue zone.
*[[Kentarch 3 Suit (Warlock)]]
Once they jump in either portal, players must kill [[Goblin]]s, [[Harpy]]s, and a [[Minotaur]] in order to get 15 Voltaic Motes (Tainted Voltaic Motes in the Red zone) in total, with a maximum of 10 per player. Once they have collected all Motes, they must call out to the players left behind who will shoot the same area of the [[Sanctified Mind, Sol Inherent]] that was used to drop the portal, so right knee for Blue, left shoulder for Red. This will teleport the two collectors back at the start point of the encounter, and they will need to bank their Motes at the appropriate conflux (blue on the left, red on the right).


===Cosmetic===
This will give both players the Enlightenment buff, which must be used to prevent Vex from sacrificing both confluxes.
*Inherent Truth emblem
*Ancient Believer shader
*Ancient Defender shader


==New Mechanics==
As soon as the first collector team comes back, the second team must depart for the same zone from which the first team came and repeat the process. When the second team returns, the first team will teleport to the other zone, collect Motes, bank, and protect the confluxes while the second team goes to the same zone and does the same.
*The tether mechanic.


==The Divinity Sidequest==
When the second team banks for the second time, both banks should be full and the Sanctified Mind will make a big cross appear and spawn an [[Angelic]] which must be killed. Once the [[Angelic]] is dead, three or four players (four recommended for comfort) will need to start a tether chain of the same color as the boss's cross, starting at one of the banks and linking to the cross. The Sanctified Mind's core will then be vulnerable, and the damage phase will be started.


Ah, yes. One of the most mindbreaking raid quests. Added to the fact that this raid is difficult for most players, doing the Divinity puzzle makes it a nightmare, taking up to 3 to 4 hours if you are lucky to learn quickly the way puzzles are done.
Once the damage phase is over, players will need to repeat the whole process again. It is worth noting that [[Cyclops]] will spawn on pillars and can one-shot a player with their powerful [[Void]] attack, so it is highly suggested to kill them as soon as they are spotted.


After entering the portal on the Moon, players will have to jump off the platform and look at a secret room thats under said platform. This room will have a reciever for the Empowered Decryption Core. This is an item you get when you initiate the Divinity quest, which starts by picking up an item dropped by an Ultra Minotaur that spawns on the same portal you use to enter the Black Garden, difference being you reach that portal during Moon Patrol and you cant enter the portal. Where is this portal? Its on the Lunar Battlegrounds, going way back to where you did the introduction mission to Shadowkeep. Remember where you first fought an [[Eye of the Swarm]]? Where you had to disable some totems? In the far left side of that section of the map, there´s a big cavern. Going inside leads you to the Black Garden portal, where the Minotaur you have to kill spawns.
==Transcript==
''Loading screen''
*'''[[Eris Morn]]''': They take us for fools. The artifact you brought back from the [[Pyramid]] began emitting a signal. One that reaches deep into… the [[Black Garden]]. Once again, we are beckoned into their trap. [[The Witness|They]] expect us to follow the signal. To discover where it leads. Fine. We will play their games. But this time, with caution… not curiosity.
''Mission begins''


Anyway, with that in mind, lets get to the puzzles.
===Post-Raid Content===
''After the raid's first completion, Guardians can approach Eris Morn at [[Sanctuary]] and get the following dialogue.''


*'''First puzzle'''
*'''Eris Morn''': All this time, they've been closer than we ever knew. First, the Pyramid on the Moon. Now, a team of Guardians finds remnants of their presence in the Black Garden. Upon this discovery, the artifact came to life. From it, we received another vile attempt at manipulation. They show us only what they want us to see. As if we're to act the part of puppets and nothing more. Any further communication they send, we must discard. The moment we let them turn our gaze from the truth... is the moment we lose.<ref>'''Bungie (2019/10/1)''', ''[[Destiny 2]]: [[Shadowkeep]] - [[Eris Morn]]: [https://www.youtube.com/watch?v=LzZRZz6su8U Post-Raid Dialogue]''</ref>


The first puzzle is in the staircase before the first encounter. If you look to the sides when going up the stairs, you will see 2 little holes you have to enter. Being a fireteam of 6, you have to split into 3 players per side. On the left side, there will be a box. Shooting this box will open it, connecting you to it and your fellow guardians. The objective here is to connect this cube with your partners on your side, so the connection can reach the players on the other side and connect it to a vessel. Doing this successfully will prompt a text that reads "ACCEPTED: Singular bypass accepted." Then you shall proceed to do the first encounter as usual.
==Rewards==
===Weapons===
*'''[[Divinity]]''' – [[Exotic]] {{icon|Arc}}  [[Trace Rifle]]
*[[Accrued Redemption]] – Legendary {{icon|Kinetic}} [[Combat Bow]]
*[[Ancient Gospel]] – Legendary {{icon|Solar}} [[Hand Cannon]]
*[[Omniscient Eye]] – Legendary {{icon|Solar}} [[Sniper Rifle]]
*[[Prophet of Doom]] – Legendary {{icon|Arc}} [[Shotgun]]
*[[Reckless Oracle]] – Legendary {{icon|Void}} [[Auto Rifle]]
*[[Sacred Provenance]] – Legendary {{icon|Kinetic}} [[Pulse Rifle]]
*[[Zealot's Reward]] – Legendary {{icon|Void}} [[Fusion Rifle]]


*'''Second puzzle'''
===Armor sets===
{| class="wikitable"
|-
! [[Kentarch 3 Suit (Hunter)]] !! [[Kentarch 3 Suit (Warlock)]] !! [[Kentarch 3 Suit (Titan)]]
|-
| [[Kentarch 3 Suit (Hunter)#Cowl of Righteousness|Cowl of Righteousness]] || [[Kentarch 3 Suit (Warlock)#Mask of Righteousness|Mask of Righteousness]] || [[Kentarch 3 Suit (Titan)#Helm of Righteousness|Helm of Righteousness]]
|-
| [[Kentarch 3 Suit (Hunter)#Grips of Exaltation|Grips of Exaltation]] ||  [[Kentarch 3 Suit (Warlock)#Gloves of Exaltation|Gloves of Exaltation]] || [[Kentarch 3 Suit (Titan)#Gauntlets of Exaltation|Gauntlets of Exaltation]]
|-
| [[Kentarch 3 Suit (Hunter)#Vest of Transcendence|Vest of Transcendence]] || [[Kentarch 3 Suit (Warlock)#Robes of Transcendence|Robes of Transcendence]] || [[Kentarch 3 Suit (Titan)#Plate of Transcendence|Plate of Transcendence]]
|-
| [[Kentarch 3 Suit (Hunter)#Strides of Ascendancy|Strides of Ascendancy]] || [[Kentarch 3 Suit (Warlock)#Boots of Ascendancy|Boots of Ascendancy]] || [[Kentarch 3 Suit (Titan)#Greaves of Ascendancy|Greaves of Ascendancy]]
|-
| [[Kentarch 3 Suit (Hunter)#Cloak of Temptation|Cloak of Temptation]] || [[Kentarch 3 Suit (Warlock)#Temptation's Bond|Temptation’s Bond]] || [[Kentarch 3 Suit (Titan)#Temptation's Mark|Temptation’s Mark]]
|}


The second puzzle is after the first encounter is done. After you evade the Consecrated Mind, you should be looking for a cherry tree. Under that tree theres a hole you have to enter in order to access the second tether puzzle.
===Miscellaneous===
*'''Raid Armor Mods''':
**Relay Defender - Gain an increase to weapon damage while within 5 meters of an active Vex Relay. Multiple copies of this mod stack to increase this benefit.
**Enhanced Relay Defender - Gain a powerful increase to weapon damage while within 5 meters of an active Vex Relay.
**Resistant Tether - Gain damage resistance while part of a tether chain.
**Enhanced Resistant Tether - Gain powerful damage resistance while part of a tether chain.
**Voltaic Mote Collector - Gain an overshield after you collect 10 Motes.
**Enhanced Voltaic Mote Collector - Gain an overshield after you collect 5 Motes.
**Voltaic Ammo Collector - Increases the chances of finding Heavy ammo while you have the Voltaic Overflow buff.
**Enhanced Voltaic Ammo Collector - Greatly increases the chances of finding Heavy ammo while you have the Voltaic Overflow buff.
*'''[[Emblem]]s''':
**'''[[Lightgg:298334059|Inherent Truth]]'''
**'''[[Lightgg:298334058|Dive into Darkness]]'''
*'''[[Shader]]s''':
**'''[[lightgg:3996862462|Ancient Believer]]'''
**'''[[lightgg:3996862463|Ancient Defender]]'''


==Trivia==
==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]].
*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 (raid)|Vault of Glass]], as well as the first raid to include [[Champions]].
*The community has nicknamed Garden of Salvation as the “Vault of Grass”.
** Garden of Salvation only features Vex of the [[Sol Divisive]] collective while it is a pure Vex raid like [[Vault of Glass (raid)|Vault of Glass]]
*This Raid seems to be a crossover between ''[[Shadowkeep]]'' and ''[[Season of the Undying]]'' as it uses events from both releases.
*The community have nicknamed Garden of Salvation the "Vault of Grass" (a pun on "Vault of Glass") due to its unusually lush environment for a Vex-related location, and the "Garden of Energy Weapons" due to the frequency of Energy weapon drops.
*Players began calling it "Garden of Energy weapons" due to the frequency of Energy weapon drops.
*This Raid seems to be a crossover between ''[[Shadowkeep]]'' and ''[[Season of the Undying]]'', as it uses events from both releases.
*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.
*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 Scale]]s, 248 days before they would reappear during the [[Season of Arrivals]]
*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 Scale]]s, 248 days before they would reappear during the [[Season of Arrivals]]
* Garden of Salvation is the only raid in Destiny history that doesn't have any Heavy Weapons in its loot table (including exotics).
==Gallery==
<Gallery>
File:Gos.jpg
File:VexStructure2.jpg
VexStructure3.png
SanctifiedMind2.png
VexSalvationGarden1.jpg
File:GoS skybox1.jpg
File:GOS1.jpg
File:GOS3.jpg
File:GOS4.jpg
File:GoS skybox4.jpg
</Gallery>
==References==
<references/>


[[Category:Raids]]
[[Category:Raids]]

Latest revision as of 10:22, November 22, 2024

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Garden of Salvation
VexSalvationGarden2.jpg

Game:

Destiny 2

Player(s):

1-6

Recommended Power Level:

1600

Location:

The Black Garden

Enemy faction(s):

Sol Divisive

Hostile race(s):

Vex

Objective(s):

Track the source of the Unknown Artifact's signal into the Black Garden.

 
The Garden calls out to you.

Garden of Salvation is a Raid in Destiny 2, released in the Shadowkeep expansion on October 5th, 2019.

When Vex from the Sol Divisive are drawn to the awakened Pyramid beneath the Moon, Eris Morn tracks a mysterious signal with the Unknown Artifact emitting from deep within the Black Garden. Now Guardians must enter the birthplace of the Vex as they trace the signal to its source at the center of the garden, uncover remnants of the Black Fleet and defeat the Vex Minds empowered by them.

Unique enemies[edit]

Bosses[edit]

Walkthrough[edit]

Evade The Consecrated Mind[edit]

GardenofSalvationStart.jpg

Players will enter an arena containing an Ultra Harpy named the Consecrated Mind, Sol Inherent. However the boss will not initially attack; to start the encounter, look for a Vex box floating in the air. The box can spawn randomly in several different spots around the arena upon entering. If you fire at the box, it will project a tether to the nearest player. The tether can chain to multiple Guardians near each other. The goal is to lead the tether chain to a barrier at the back right-hand corner of the arena to get it to open. Once this is done, the Consecrated Mind will become active.

Players must split into two teams of three: one stays behind in the same area as the boss, and the other moves into the next area that was beyond the barrier. The first team must kill multiple waves of enemies while the boss roams around, occasionally firing at players. The Consecrated Mind is completely invulnerable to all damage during this phase. After some time the boss will spit a Voltaic Charge onto the ground, and one of the three team members must run over to it. The charge will resemble a Vex Conflux. Once they have done this, they will be afflicted with the 'Voltaic Overflow' debuff, lasting for two minutes and thirty seconds. If one player collects multiple Overflow debuffs, they will die, so it must be split evenly between the three team members. If nobody interacts with a Voltaic Charge to acquire the debuff in time, it will explode, wiping out the entire fireteam.

The other team, the one that proceeded into the next room, must make their way forward through several waves of enemies, including Champions. Players must kill every single enemy in their way to progress. At the end of the room, there will be another barrier, and a unique Hydra called an Angelic will spawn. Destroy it to spawn another tether box, and guide the tether to the barrier to unlock it. Once this is done, the Consecrated Mind will teleport into the room where the team that killed the Angelic was in, and the two teams must swap roles; one stays behind to collect the Voltaic Overflow, the other moves forward. This process is repeated several times with alternating roles before all six players finally reunite at the penultimate room for this encounter.

The team must connect three different tether boxes to the next barrier. Once it is open, the team can proceed into the final room for the first encounter. The boss will reappear at the final area, which will also have several Cyclopses. Run through them while the boss continuously moves forward and spits Voltaic Charges which players must collect. When the team has made it to the end of the area, the Consecrated Mind will retreat and the reward chest will spawn, thus ending the first encounter.

Summon The Consecrated Mind[edit]

GardenofSalvation5.jpg

The fireteam will arrive into a large diamond-shaped map, with a relay at each corner of the map. These relays contain Vex confluxes in the center, as well as Warp Gates on either side. Close to each conflux is also a tether box, however normally they will be shielded. At the start of the encounter, Angelics will spawn near the relays. Players must destroy them to lower the shields around the boxes so they can shoot the box to activate the tether, then guide the tether to the conflux, which will give them the 'Enlightenment' buff for forty-five seconds. The Warp Gates will only activate when the tether has been guided to the conflux.

The objective will be to defend each of the confluxes from waves of Vex. They will head for the confluxes in order to sacrifice themselves to them. If enough sacrifices are made, the entire fireteam will be wiped. The Enlightenment buff is essential for this encounter; The Vex will spawn with immunity shields, and only buffed players will be able to break through them and kill the Vex. The buff must be constantly reapplied to get through this encounter.

For this encounter, the team will be split into three groups of two: the first team will defend the southern relay, the one in front of the team when they first enter the map. The second team will head down the left path to the western relay, while the third team moves to defend the eastern relay. The east and west teams will have to face Barrier Hobgoblins upon arriving to their respective relays, so seasonal anti-barrier mods are recommended. Once the left and right relays are cleared, one player from each team will meet at the north relay at the top of the map.

From there on, the team roles will change; four players will defend one of the relays, while the two remaining players will have to cycle through the relays to refresh the buff and to assist in killing the enemies. Three Angelics will eventually spawn once in each of the relays, which need to be cleared out. Once they all have been killed, all players must regroup at the center of the map, where there will be another relay and tether box. Players must tether the relay to acquire the buff, and defeat all incoming enemies, with Angelics included among them. Once this has been completed, another chest will spawn, signifying the end of the second encounter.

Defeat The Consecrated Mind[edit]

GardenofSalvation6.jpg

Before the encounter can start, players must first link the tether to the conflux at the center of the map. When this is done, the Consecrated Mind will appear.

Players must split into two teams of three; one will stay with the boss, and the other will defend one of the four relays at the beginning of the second encounter. The relay the second team must defend will be identified with a beam of light shooting upwards into the sky from it. When the encounter starts, a Major Minotaur will spawn, which the second team must kill. Upon death the Minotaur will drop five Voltaic Motes, akin to Motes of Dark from Gambit. One of the players must collect the five Motes and bank them at the conflux. It is recommended that only one player pick up all five motes.

Like before, the Vex enemies will attempt to sacrifice themselves at the conflux and will be surrounded with immunity shields. The player who banks the motes will receive the Enlightened buff needed to break the shields and kill the Vex. The second team must wait for another Minotaur to spawn, kill it, and one player from that team will collect and bank the Voltaic Motes. Over thirty motes in total need to be banked.

It should be noted that Supplicants will also spawn from the side pathways, and should be cleared out as quickly as possible or they will swarm players.

Meanwhile the Consecrated Mind, after some time shooting at players, will float over to one of four platforms located to the north, south, east and west when the encounter first starts, and the first team must follow it to whatever direction it goes. When the boss reaches the platform, it will spit out a Voltaic Charge. One player must run into the charge, but unlike in the first encounter, they will be Detained as soon as they step into it. After a few seconds of detainment, the boss will open up, revealing two pairs of red glowing eyes on each of the three fins. On each fin, one of the eyes will be closer to the center of the boss while the other will be located further from it. When the boss opens up, the eyes must be shot at. Players who are not detained will be able to see all six eyes lit up, while the player who is detained will only be able to see the outer or inner circle of eyes lighting up. This is important, for if the wrong circle of eyes are shot at, the detained player will die. The detained player must call out which circle of eyes to shoot at, either inner or outer. When the eyes have been fired at in time, the boss will head back to the middle of the arena and the process will repeat. Players will acquire the Voltaic Overflow debuff after going into the Charge, and thus cannot enter it again for as long as they have the debuff.

Once all 30 motes have been banked, the Consecrated Mind will go over to the overloaded conflux, and all six fireteam members will once again reunite to its location. Once it has reached the conflux, it will open up once more, and all six eyes will be visible on its fins. Players must quickly shoot all of the eyes, and once this is done, the damage phase will activate.

Once the boss becomes susceptible to damage, it will retreat to the center area. It is recommended that players follow after the boss, for eventually a barrier will appear between the relay and the boss. However they must not get too close; if they do, the boss will wipe the entire fireteam.

When the boss reaches the center of the arena, it will become immune again, and the encounter will repeat. The two teams complete their tasks until the damage phase until the Consecrated Mind has been defeated.

Conquer The Sanctified Mind[edit]

The Sanctified Mind

For the final boss of the raid, players will be split into three teams of two. Two teams will collect motes and one team will stay behind. There are two Vex confluxes or "banks", one blue and one red. An Angelic will spawn, which must be killed. Once this is done, the first team will either shoot the Mind's left shoulder, dropping a teleportation portal to the Red zone, or its right knee to go to the Blue zone. Once they jump in either portal, players must kill Goblins, Harpys, and a Minotaur in order to get 15 Voltaic Motes (Tainted Voltaic Motes in the Red zone) in total, with a maximum of 10 per player. Once they have collected all Motes, they must call out to the players left behind who will shoot the same area of the Sanctified Mind, Sol Inherent that was used to drop the portal, so right knee for Blue, left shoulder for Red. This will teleport the two collectors back at the start point of the encounter, and they will need to bank their Motes at the appropriate conflux (blue on the left, red on the right).

This will give both players the Enlightenment buff, which must be used to prevent Vex from sacrificing both confluxes.

As soon as the first collector team comes back, the second team must depart for the same zone from which the first team came and repeat the process. When the second team returns, the first team will teleport to the other zone, collect Motes, bank, and protect the confluxes while the second team goes to the same zone and does the same.

When the second team banks for the second time, both banks should be full and the Sanctified Mind will make a big cross appear and spawn an Angelic which must be killed. Once the Angelic is dead, three or four players (four recommended for comfort) will need to start a tether chain of the same color as the boss's cross, starting at one of the banks and linking to the cross. The Sanctified Mind's core will then be vulnerable, and the damage phase will be started.

Once the damage phase is over, players will need to repeat the whole process again. It is worth noting that Cyclops will spawn on pillars and can one-shot a player with their powerful Void attack, so it is highly suggested to kill them as soon as they are spotted.

Transcript[edit]

Loading screen

  • Eris Morn: They take us for fools. The artifact you brought back from the Pyramid began emitting a signal. One that reaches deep into… the Black Garden. Once again, we are beckoned into their trap. They expect us to follow the signal. To discover where it leads. Fine. We will play their games. But this time, with caution… not curiosity.

Mission begins

Post-Raid Content[edit]

After the raid's first completion, Guardians can approach Eris Morn at Sanctuary and get the following dialogue.

  • Eris Morn: All this time, they've been closer than we ever knew. First, the Pyramid on the Moon. Now, a team of Guardians finds remnants of their presence in the Black Garden. Upon this discovery, the artifact came to life. From it, we received another vile attempt at manipulation. They show us only what they want us to see. As if we're to act the part of puppets and nothing more. Any further communication they send, we must discard. The moment we let them turn our gaze from the truth... is the moment we lose.[1]

Rewards[edit]

Weapons[edit]

Armor sets[edit]

Kentarch 3 Suit (Hunter) Kentarch 3 Suit (Warlock) Kentarch 3 Suit (Titan)
Cowl of Righteousness Mask of Righteousness Helm of Righteousness
Grips of Exaltation Gloves of Exaltation Gauntlets of Exaltation
Vest of Transcendence Robes of Transcendence Plate of Transcendence
Strides of Ascendancy Boots of Ascendancy Greaves of Ascendancy
Cloak of Temptation Temptation’s Bond Temptation’s Mark

Miscellaneous[edit]

  • Raid Armor Mods:
    • Relay Defender - Gain an increase to weapon damage while within 5 meters of an active Vex Relay. Multiple copies of this mod stack to increase this benefit.
    • Enhanced Relay Defender - Gain a powerful increase to weapon damage while within 5 meters of an active Vex Relay.
    • Resistant Tether - Gain damage resistance while part of a tether chain.
    • Enhanced Resistant Tether - Gain powerful damage resistance while part of a tether chain.
    • Voltaic Mote Collector - Gain an overshield after you collect 10 Motes.
    • Enhanced Voltaic Mote Collector - Gain an overshield after you collect 5 Motes.
    • Voltaic Ammo Collector - Increases the chances of finding Heavy ammo while you have the Voltaic Overflow buff.
    • Enhanced Voltaic Ammo Collector - Greatly increases the chances of finding Heavy ammo while you have the Voltaic Overflow buff.
  • Emblems:
  • Shaders:

Trivia[edit]

  • 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, as well as the first raid to include Champions.
  • The community have nicknamed Garden of Salvation the "Vault of Grass" (a pun on "Vault of Glass") due to its unusually lush environment for a Vex-related location, and the "Garden of Energy Weapons" due to the frequency of Energy weapon drops.
  • This Raid seems to be a crossover between Shadowkeep and Season of the Undying, as it uses events from both releases.
  • 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
  • Garden of Salvation is the only raid in Destiny history that doesn't have any Heavy Weapons in its loot table (including exotics).

Gallery[edit]

References[edit]