Garden of Salvation: Difference between revisions

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{{Level infobox
{{Level infobox
|nameBG=#008b8b
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|lineBG=#008b8b
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|prev= [[Crown of Sorrow (raid)|Crown of Sorrow]]
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|next= [[Deep Stone Crypt (raid)|Deep Stone Crypt]]
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|image= [[File:VexSalvationGarden2.jpg|400px]]
|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
}}
}}
{{Article quote|The [[Black Garden|Garden]] calls out to [[The Guardian|you]].}}
{{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.  
'''Garden of Salvation''' is a [[Raid]] in ''Destiny 2'', released in the ''[[Shadowkeep]]'' expansion on October 5th, 2019.  


Taking place during an [[Season of the Undying|invasion]] of the [[Sol Divisive]] [[Vex]], the Guardians are tasked by [[Eris Morn]] to track a signal from the [[Unknown Artifact]], emitting from deep within the [[Black Garden]]. The raid features Guardians as they trace the signal to its [[Darkness#Veiled Figures|source]] at the center of the garden, all while battle an onslaught of Vex climaxing with the [[Consecrated Mind, Sol Inherent|Sol]] [[Sanctified Mind, Sol Inherent|Inherent]] Minds.  
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.
 
==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|right|300px|]]
[[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.  
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.  
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 [[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.  
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.  
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===Summon The Consecrated Mind===
===Summon The Consecrated Mind===
[[File:GardenofSalvation5.jpg|thumb|right|300px|]]
[[File:GardenofSalvation5.jpg|thumb|300px|]]
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.
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.


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 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.
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===Defeat The Consecrated Mind===
===Defeat The Consecrated Mind===
[[File:GardenofSalvation6.jpg|thumb|right|300px|]]
[[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.  
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.  


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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.
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.
Simpler version:
You finally gotta kill the consecrated mind and this encounter...not too hard actually. You start by rallying a conflux(hopefully by your whole team) and the consecrated mind spawns in! Please know that the mind spawns in the center and WILL INSTA-KILL YOU if you got close to it. How do you start damage or stall out the boss? 2 teams! Eyes and gambit team! Gambit: minotaurs will occasionally spawn and they drop voltaic motes which are needed to start the damage phase...each minotaur spawns 5 motes and damage phase requires... 25 or 30 motes. Where do you deposit? One of your tall structures will have a beacon over it and that shows where to deposit. When deposited, you get the enlightened buff which...well I think you should remember what is does but it lets you kill shielded vex. Did all that? Ok well then it's damage phase! But not yet explaining that. EYES TEAM: you follow the consecrated mind around and 1 person grabs voltaic cube which allows them to say what set of eyes is the one to damage... There's inner and outer. Shoot wrong? The voltaic overcharge holder dies. Shoot right? Yay! Ok go do it again. Damage: you go to the structure with the beacon and shoot the consecrated mind's eyes and then the central eye turns into a white eye which can be damaged(and is the critical area). The boss goes backwards towards the center of the map...didn't kill the boss and it got to 10ft away from the center? Tough tomato's! You gotta redo the entire cycle until it's damage again! Did you kill it? Good job! Now go do parkour and fight the final boss


===Conquer The Sanctified Mind===
===Conquer The Sanctified Mind===
[[File:SanctifiedMind1.jpg|thumb|right|300px|The Sanctified Mind]]
[[File:SanctifiedMind.jpeg|thumb|300px|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 which will drop a teleportation portal to go to the Red zone, or its right knee to go to the Blue zone.
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 jumped in either portals, 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).
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).


This will give both players the Enlightenment buff, which must be used to prevent Vex from sacrificing to both confluxes.
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 from and repeat the process. When the second team comes back, the first team will teleport to the other zone, collect Motes, bank and protect the confluxes while the second team goes to same the zone and does the same.
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. It is advised to have at least one player of each class : a [[Titan (class)|Titan]] to use their [[Ward of Dawn]] for protection, a [[Warlock]] with the [[Well of Radiance]] for healing and damage buff, and a [[Hunter]] who will use bottom tree [[Golden Gun]] combined with the [[Celestial Nighthawk]] for immense damage. Precision damage weapons, like Linear Fusion Rifles, are preferred for damaging the boss, due to the great distance between the boss and the fireteam, and the prominent critical weak point.
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.
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.


Simpler version: final boss time! 2 teams: portal and building. Portal team kills enemies and gets motes? How? On the sanctified mind, there are 2 portals, a leg portal(voltaic motes) and an arm portal(tained voltaic motes) how do you open the portals? SHOOT THEM OF COURSE! Got enough motes? Cool, you got the enlightened buff and now cna kill the vex that are shielded...they spawn pretty rarely(aka, after probably like 15 secs after somebody goes into a portal)
==Transcript==
Deposit motes and f you got enough then you have yourself a damage phase! Builder team: they honestly just kill adds. Damage: the sanctified mind opens up a conflux which is either orange or blue. Kill an angelic and get the corresponding conflux relay to it( like...tether your team to it) and bam! Damage time! The boss opens up it's little middle core(the critical spot and the hitbox is kinda weird so you might get precision hits or not). Killed the boss? Yay! Time to get your loot and leave. Didn't? Redo the entire process I explained.
''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''


If you wanna complain or whatever to me. Message me on discord!
===Post-Raid Content===
Consecrated mind#1323
''After the raid's first completion, Guardians can approach Eris Morn at [[Sanctuary]] and get the following dialogue.''


==Unique enemies==
*'''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>
*[[Angelic]]s
*[[Barrier Hobgoblin]]s
*[[Overload Minotaur]]s
*[[Supplicant]]s
 
==Vex Collectives==
*[[Sol Divisive]]


==Rewards==
==Rewards==
===Weapons===
===Weapons===
*[[Accrued Redemption]] - [[Combat Bow]]
*'''[[Divinity]]''' – [[Exotic]] {{icon|Arc}}  [[Trace Rifle]]
*[[Ancient Gospel]] - [[Hand Cannon]]
*[[Accrued Redemption]] – Legendary {{icon|Kinetic}} [[Combat Bow]]
*[[Omniscient Eye]] - [[Sniper Rifle]]
*[[Ancient Gospel]] – Legendary {{icon|Solar}} [[Hand Cannon]]
*[[Prophet of Doom]] - [[Shotgun]]
*[[Omniscient Eye]] – Legendary {{icon|Solar}} [[Sniper Rifle]]
*[[Reckless Oracle]] - [[Auto Rifle]]
*[[Prophet of Doom]] – Legendary {{icon|Arc}} [[Shotgun]]
*[[Sacred Provenance]] - [[Pulse Rifle]]
*[[Reckless Oracle]] – Legendary {{icon|Void}} [[Auto Rifle]]
*[[Zealot's Reward]] - [[Fusion Rifle]]
*[[Sacred Provenance]] – Legendary {{icon|Kinetic}} [[Pulse Rifle]]
*[[Divinity]] - [[Trace Rifle]]
*[[Zealot's Reward]] – Legendary {{icon|Void}} [[Fusion Rifle]]
 
===Armor===
*[[Kentarch 3 Suit (Hunter)]]
*[[Kentarch 3 Suit (Titan)]]
*[[Kentarch 3 Suit (Warlock)]]
 
===Cosmetic===
*Inherent Truth emblem
*Ancient Believer shader
*Ancient Defender shader


==New mechanics==
===Armor sets===
*One of the main mechanics in the raid involves the tether boxes, which project a tether to the nearest player when shot at. The tether can chain to multiple nearby players, from one to the next. The usual objective with this mechanic is to have the tether connect to multiple players in order to guide it to a certain object it needs to connect to.
{| 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 Divinity sidequest==
===Miscellaneous===
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.
*'''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.
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 receiver 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.
**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.
Anyway, with that in mind, lets get to the puzzles.
**Enhanced Resistant Tether - Gain powerful damage resistance while part of a tether chain.
 
**Voltaic Mote Collector - Gain an overshield after you collect 10 Motes.
*'''First puzzle'''
**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.
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.
**Enhanced Voltaic Ammo Collector - Greatly increases the chances of finding Heavy ammo while you have the Voltaic Overflow buff.
 
*'''[[Emblem]]s''':
*'''Second puzzle'''
**'''[[Lightgg:298334059|Inherent Truth]]'''
 
**'''[[Lightgg:298334058|Dive into Darkness]]'''
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.
*'''[[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 (raid)|Vault of Glass]], as well as the first raid to include [[Champions]].
*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]].
** 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]]  
** 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]]  
*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.
*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.
*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==
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File:GoS skybox4.jpg
File:GoS skybox4.jpg
</Gallery>
</Gallery>
==References==
<references/>


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

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

Prev:

Crown of Sorrow

Next:

Deep Stone Crypt

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]