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|place= [[Sunken Pyramid]], [[Savathûn's Throne World]]
|place= [[The Sunken Pyramid]], [[Court of Savathûn]]
|objective= Prevent Dread and Hive from unlocking a dangerous vault in Rhulk's Pyramid.
|objective= Prevent Dread and Hive from unlocking a dangerous vault in Rhulk's Pyramid.
|factions= [[The Dread]]
|factions= [[The Dread]]
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{{article quote|Power lies in the deepest vault.}}
{{article quote|Power lies in the deepest vault.}}


'''Sundered Doctrine''' is a [[Dungeon]] that was introduced ''[[Destiny 2]]'' in ''[[Episode: Heresy]]''. Here, [[The Guardian|the Guardian]] is on a mission sent by [[The Hidden]] to investigate increased Dread and Hive activity within the [[Sunken Pyramid]], uncover its deepest secrets, and stop a [[Kerrev, the Erased|new Dread leader]] from rallying the remaining forces of the Witness and unlocking the deepest vault of the Pyramid.
'''Sundered Doctrine''' is a [[Dungeon]] that was introduced in ''[[Destiny 2]]'' in ''[[Episode: Heresy]]''. Here, the [[The Guardian|Guardian]] is on a mission sent by the [[The Hidden|Hidden]] to investigate increased Dread and Hive activity within the [[The Sunken Pyramid|Sunken Pyramid]], uncover its deepest secrets, and stop a [[Kerrev, the Erased|new Dread leader]] from rallying the remaining forces of the Witness and unlocking the deepest vault of the Pyramid.
 
==Objectives==


==Walkthrough==
==Walkthrough==
===Find the Path===
===Find the Path===
All players should be familiar with the identity of the symbols featured in the [[Vow of the Disciple]] raid and the [[Dual Destiny]] Exotic mission as those symbols will come up once again throughout the entirety of the dungeon. After loading into the dungeon, head to the left side of the courtyard and head towards a waterfall at the end of the bridge. Head behind the waterfall and follow the tunnels until you begin to see Dread adds. Follow the hallways until you see a small hole on top of it slanted platform, defeating Subjugators along the way. Standing on the platform will lower it, allowing you to move through it until you step off, which will raise the platform back up. After entering another hallway, look for a wall where water is rushing out from it and go through a small hole behind it. After exiting the tunnel from there, you will see a light beam that damages you if you stand in its path along with a rally flag.


===Solve the Riddle===
===Solve the Riddle===
After using the rally flag, interact with the pedestal where the light beam was encountered and have it point it towards a wheel where 3 symbols are displaying above it. This will start the encounter, and the symbols will change. Only 2 symbols will be present above the wheel. To obtain the 3rd symbol needed to complete the riddle, you will have to find a Grim called a Truthspeaker and kill it to reveal the symbol. After the Truthspeaker has been defeated, you will now need to find another wheel where that symbol is displayed. After that, you will need to connect the wheel with the specific symbol dropped by the Truthspeaker to the wheel in the center; however, the lenses that are needed to connect them together are missing, so you will need to kill a Subjugator called a Lens Bearer and acquire the lens from it. Place it onto a pedestal where the lenses are needed; however placing it will respawn the Lens Bearer, and the specific light beam that is connected to the wheel with a specific symbol is controlled by a Pyramid switch above the center pedestals. Shoot the Pyramid switch that has the light beam you want to connect to the wheel that has the symbol you need. The encounter becomes more complicated as you progress through it as fewer symbols are displayed on the center wheel, but the mechanics are the same. Connecting the light beam to the wheel that doesn’t have the symbol you need will break the lenses on the outside pedestals and spawn a Tormentor. After solving the riddle correctly, the encounter ends.


===Navigate the Maze===
===Navigate the Maze===
The traversal section is filled with narrow hallways; to get out, you will need to look for a platform with stairs on it. Go up the stairs and head towards an open door at the far end of the room. After that, jump through the platforms until you see a hole on one of the platforms. Go into the hole and follow down the chute. At this point, you will see a spiked boulder rolling down the ramp. You will have to avoid the boulder and jump on the creases around the ramp until you see a hole in the ramp. Jump towards it, being mindful of the boulder as well. After going through the hole, more spiked boulders are present, but this time they will be rolling along the path. Time your jumps carefully as the boulders will push you around if you are in the way. After avoiding the boulders, you will be introduced to the mechanics of the encounter coming up. To open the door to the second encounter, you will need to match the symbols on the door to the symbols on the wheels. To move the symbols on the wheel, you will need to collect knowledge shards from killing a Wizard called a Preceptor. The Pyramid switch above the wheel indicates the direction in which the light on the wheel will highlight a symbol when knowledge is deposited on a pillar next to the wheel. Obtaining '''Heightened Knowledge''' will allow you to rotate the light on the wheel in 1 space; obtaining '''Brimming Knowledge''' will allow you to rotate the light on the wheel in 2 spaces; and obtaining '''Overflowing Knowledge''' will allow you to rotate the light on the wheel in 3 spaces. Once the light on the wheel has highlighted the symbol that matches the symbols on the door, it will open.


===Open the Locks===
===Open the Locks===
The encounter contains a rally flag, and going past it begins the encounter where the mechanics from the previous room are repeated with a catch: only 1 wheel will be able to have the symbols on it to be rotated and players can see which wheel is allowed to have its symbols rotated through a buff on the top of the screen called '''Lockout Progression''', which is divided into 4 sections, and each section will have the Zoetic Lockset shine a light on a wheel going from left to right. When all 4 sections are full, the buff resets and the symbol from the rightmost wheel will be locked in place as indicated by the large pillars displaying them. The symbol that was locked in have different effects:
*'''Hive''': causes Ogres to spawn.
*'''Remember''': causes Wizards to spawn.
*'''Commune''': causes the Zoetic Lockset to shoot Resonant Sun projectiles.
*'''Stop''': prevents enemies from spawning.
*'''Kill''': begins DPS.
If the Kill symbol has not been locked in, it will continue to lock in symbols on the wheels from right to left, as the length of the DPS phase is dependent on the number of symbols that been locked in prior to the Kill symbol being locked in. During the DPS phase, some of the bosses will close their shells temporarily, so you will need to be mindful of that fact. When the boss is defeated, you will need to take their core into a bowl near the loot chest to open the way forward.


===Locate the Vault===
===Locate the Vault===
Go down the large hole and then head towards a narrow path. Follow the path until you see worms on display at the wall near a threshold. Go to the threshold on the right and ascend up the worm carcass towards a ledge. Continue ascending until you see a network of bones next to the worm carcass and enter the tunnel. At the end of the tunnel, you will see more pedestals and lenses covered in gunk. The way to the final encounter can only be unlocked when the light beams shine on the symbols on the wheels if the symbol next to the barrier needs it. After the barrier is removed, the next area will have the path blocked by a wall that must be shot to get out. The wall will crush you if you stay around it for too long, so be sure to get out quickly before it closes shut. After ascending the worm carcass and passing through the displays, the rally flag awaits.
===Defeat Kerrev, the Erased===
Approaching the boss begins the encounter and when it begins, the boss will summon Pyramid spikes with Strand tethers to attach to some of the pedestals. To damage the boss, you will need to decode the symbols on the dial at the end of the room next to the vault door. One side of the dial will have symbols that tell a truth while another will have symbols that tell a lie. Players will need to decide which side to shine the light on the symbols. This can be done by first destroying the Strand tethers. You are initially unable to destroy them, so you will need to kill an Attendant called Unwritten Attendant to acquire a buff called '''Unwritten Empowerment''' that lasts for 7 seconds. While you have this buff, you are able to destroy the Strand tethers, but be careful as Threadlings will attack you when you damage the tethers. Truthspeakers from the first encounter are also present, but they only drop the symbols on the dial that tell the truth. Once players have decided which side of the dial they want to light up, they will need to shine the light on the wheels that have the symbols they want. Once enough symbols are lit up on the dial, they will now need to interact with the pillar next to the dial to temporarily light the room on fire. Players are encouraged to seek cover while the fire trap is active. Once the boss's shield goes down completely from the fire trap, DPS can begin until its shields are restored, and the above mechanics must be repeated until the boss is defeated, completing the dungeon.
==Transcript==
{{verbatim}}
'''{Mission begins}'''
'''[[Flooded Inspection]], [[Savathûn's Throne World]]'''
::''[[The Guardian]] transmats to the Flooded Inspection near [[Hidden|the Hidden's]] base of operations in the pyramid.''
*'''[[Savathûn, the Witch Queen|Savathûn]]''': What are you doing in there with the Vanguard's nosy little spies and all those grasping Dread? Terribly churlish of [[Rhulk, Disciple of the Witness|Rhulk]] to lock me out of the house. And let you of all people in. Clear out the pests while you're there, why don't you? The role of exterminator suits you.
::Upon entry to the Hidden's base, the Guardian can approach a device to input different codes by shooting different symbols.
::If the Guardian inputs the code: Savathûn Enter Pyramid
*'''Savathûn''': Oho! Opening the curtains for me? That's a kindness done for a nosy neighbor. Don't mind me watching over your shoulder 'til I can find my own way inside. I'm ever so curious about Rhulk's interior decor.
::Or
::If the Guardian inputs the code: Savathûn Grief Hive
*'''Savathûn''': [[Oryx, the Taken King|Brother]], [[Xivu Arath, God of War|sister]]. We've grown apart. Taken different paths. As all siblings must do eventually, I suppose. Now here we are standing at the top of the universe. And I find that what I'm looking towards is still you. Is that enough sincerity for you yet?
::Or
::If the Guardian inputs the code: Savathûn Give Guardian
*'''Savathûn''': Smug piece of creation, aren’t you? Looking for birthday gifts from your darling Auntie Savvie. You’re a grown killing machine. Earn your own gear.
::Or
::If the Guardian inputs the code: Savathûn Remember Worm
*'''Savathûn''': Do you think I miss him? That moaning little nugget of flesh? Please. Once I find my way into the Pyramid, I’ll come by the Upended and say hello to his mother. Xita's a little pinned down at the moment, but she’s an in-law of sorts. It would be polite. And Guardian, I’m not Ahamkara. If you want to speak with me, you don’t have to push a button.
::The Guardian traverses through the Pyramid, eliminating Dread and Hive, before defeating their leadership, Kerrev, the Erased.
*'''Savathûn''': I could feel that one from all the way outside. Oh my. A failed grasp at power. Poor dears, the Dread are in a pickle. They need something, anything, to feel whole. And you thwart them at every turn. Does that make you feel big and strong? Like a hero? Like a killer?
::If the Guardian has found all the codes found throughout the Pyramid (Hive Grief Darkness, Fleet Remember Witness and Worm Give Guardian), the vault door behind Kerrev will open to a room with a large structure with a chest at its base.
*'''Memory of Oryx''': As Xivu Arath has her hammer and Savathûn has her scalpel, so the king wields a chisel. With it, I carved the [[Tablets of Ruin]]. Anywhere I make my mark, there I create the world anew. There I cut death into the shape of my victory. So it is written. So it is. Aiat.
*'''Savathûn''': Brother? That Rhulk stepped on even the shadow of Oryx's robes — that he dared to lock away Oryx's secrets! And I, never aware of his tools within my court. I'll break down those walls sooner or later. You can bet your boots on that, Guardian.
'''{Mission ends}'''
==Laboratory worms==
As part of the [[The Drowning Labyrinth]] [[Quest (Destiny 2)|quest]], players must collect finalised Worm larve to progress and get dialogue from Savathûn.
{{Verbatim}}
{{Tabcontainer
|title1=First-Tier Initiate
|content1=
'''First worm'''<br>
Savathûn: They didn't ask to be born into this world. Sad, unloved things, put together so hastily. Now they're searching for a way to make it better. Something to bandage their spiritual boo-boos. But you like them bleeding, don't you? Makes them easier to kill.
'''Second worm'''<br>
Savathûn: The Dread who moved into my brother's [[Dreadnaught|ship]], I won't defend. What a nasty group of people. Villains to their core! But I have had some lovely conversations with [[Subjugator|subjugators]] elsewhere, you know. Elegant minds on them. Heh, it's nice to engage in a little girl talk. [laughs]
'''Third worm'''<br>
Savathûn: Play a game with me, Guardian. Imagine yourself among the Dread. Raised by an uncaring god, burdened with duties you never asked for. Always praying for word from the silent thing that made you. How would that feel? A distant leap of imagination for you, I'm sure.
|title2=Second-Tier Initiate
|content2=
'''Fourth worm'''<br>
Savathûn: Tithes are too rich for my blood these days. I subsist on lighter fare. Air and sweet nothings. But I can feel the Hive near you sending on their tithes so dutifully. Now who do you think is collecting the dues?
'''Fifth worm'''<br>
Savathûn: [[Eir, the Keeper of Order|Eir]]. [[Yul, the Honest Worm|Yul]]. [[Ur, the Ever-Hunger|Ur]]. I haven't been on speaking terms with those old invertebrates in a long time. But I've got three good eyes, and I can see the smoke going up from the temple chimney. A god with a bargain to make is rarely left waiting for his priest.
'''Sixth worm'''<br>
Savathûn: Don't the Hive down there look perfectly gormless? Following along with the Dread. No plans of their own. I certainly can't believe all my nieces and nephews are that dull. And that leads their nasty-minded auntie to think... what's everyone else up to?
|title3=Third-Tier Initiate
|content3=
'''Seventh worm'''<br>
Savathûn: Do you think about desires? About the animating forces of those who don't look like you? I'm not convinced you do. What does a [[Pouka|pouka]] dream of growing up to be? Or a ship? They're terribly opinionated. Sapience isn't the exclusive domain of the bipedal. You provincial Earthlings tend to ignore that.
'''Eighth worm'''<br>
Savathûn: All these secrets, all these hidden passages. Rebuilding itself to purpose whenever necessary. This ship's a tricksy one. Not the first ship full of corpses I've come across in my time. I believe I'd find it... homey.


===Defeat Kerrev, the Erased===  
'''Ninth worm'''<br>
Savathûn: Plenty of beings crave a strong hand on the wheel. A hierarchy is comforting: you always know where you stand. What a stultifying way to live. What an unimaginative game, where pieces always move as they're told. I'm escaping them all, honey. Hierarchies. Games. But if a piece wants to place itself in my hands, who am I to say no?
}}
 
==Bosses==
*[[Zoetic Lockset]]
*[[Kerrev, the Erased]]
 
==Unique Enemies==
*[[Truthspeaker]]
*[[Lens Bearer]]
*[[Preceptor]]
*[[Preceptor's Novice]]
*[[Unwritten Attendant]]
*[[Wormcradle Knight]]
 
==Rewards==
===Weapons===
*'''[[Finality's Auger]]''' - Exotic {{Icon|Solar}} [[Linear Fusion Rifle]]
*[[Unloved]] - Legendary {{Icon|Strand}} [[Hand Cannon]]
*[[Unsworn]] - Legendary {{Icon|Strand}} [[Trace Rifle]]
*[[Unworthy]] - Legendary {{Icon|Arc}} [[Scout Rifle]]
*[[Unvoiced]] - Legendary {{Icon|Void}} [[Shotgun]]
 
===Armor===
*[[Flain Suit]] - [[Titan (class)|Titan]]/[[Hunter]]/[[Warlock]] Armor sets
 
===Other rewards===
*[[Future Proof]] - Sparrow


==Trivia==
==Trivia==
*Sundered Doctrine is the first dungeon to feature [[The Dread]] and the sixth dungeon to feature [[Hive]].
*Sundered Doctrine is the first dungeon to feature [[The Dread]] and the sixth dungeon to feature [[Hive]].
*In the first encounter area, if you head down the hallway where the light beam was first seen when you enter it, you’ll enter a room where the names of the symbols are revealed when you approach them.
*Behind the vault the Dread and Hive were trying to unlock is the chisel that [[Oryx, the Taken King|Oryx]] used to carve the [[Tablets of Ruin]].
==References==
<references/>
[[Category:Dungeons]]

Latest revision as of 09:30, March 11, 2025

Destiny-GhostConstruct.png
Boons I grant you, oh bearer mine, but debts must be paid in time.
This article is currently under construction and needs to be improved. Please refer to the talk page for more info. You can help by editing the page.

Prev:

Vesper's Host

Next:

TBA

Sundered Doctrine
SunderedDoctrineArt.png

Game:

Episode: Heresy

Player(s):

1-3

Recommended Power Level:

1965

Location:

The Sunken Pyramid, Court of Savathûn

Enemy faction(s):

The Dread

Hostile race(s):

Hive

Objective(s):

Prevent Dread and Hive from unlocking a dangerous vault in Rhulk's Pyramid.

 
Power lies in the deepest vault.

Sundered Doctrine is a Dungeon that was introduced in Destiny 2 in Episode: Heresy. Here, the Guardian is on a mission sent by the Hidden to investigate increased Dread and Hive activity within the Sunken Pyramid, uncover its deepest secrets, and stop a new Dread leader from rallying the remaining forces of the Witness and unlocking the deepest vault of the Pyramid.

Objectives[edit]

Walkthrough[edit]

Find the Path[edit]

All players should be familiar with the identity of the symbols featured in the Vow of the Disciple raid and the Dual Destiny Exotic mission as those symbols will come up once again throughout the entirety of the dungeon. After loading into the dungeon, head to the left side of the courtyard and head towards a waterfall at the end of the bridge. Head behind the waterfall and follow the tunnels until you begin to see Dread adds. Follow the hallways until you see a small hole on top of it slanted platform, defeating Subjugators along the way. Standing on the platform will lower it, allowing you to move through it until you step off, which will raise the platform back up. After entering another hallway, look for a wall where water is rushing out from it and go through a small hole behind it. After exiting the tunnel from there, you will see a light beam that damages you if you stand in its path along with a rally flag.

Solve the Riddle[edit]

After using the rally flag, interact with the pedestal where the light beam was encountered and have it point it towards a wheel where 3 symbols are displaying above it. This will start the encounter, and the symbols will change. Only 2 symbols will be present above the wheel. To obtain the 3rd symbol needed to complete the riddle, you will have to find a Grim called a Truthspeaker and kill it to reveal the symbol. After the Truthspeaker has been defeated, you will now need to find another wheel where that symbol is displayed. After that, you will need to connect the wheel with the specific symbol dropped by the Truthspeaker to the wheel in the center; however, the lenses that are needed to connect them together are missing, so you will need to kill a Subjugator called a Lens Bearer and acquire the lens from it. Place it onto a pedestal where the lenses are needed; however placing it will respawn the Lens Bearer, and the specific light beam that is connected to the wheel with a specific symbol is controlled by a Pyramid switch above the center pedestals. Shoot the Pyramid switch that has the light beam you want to connect to the wheel that has the symbol you need. The encounter becomes more complicated as you progress through it as fewer symbols are displayed on the center wheel, but the mechanics are the same. Connecting the light beam to the wheel that doesn’t have the symbol you need will break the lenses on the outside pedestals and spawn a Tormentor. After solving the riddle correctly, the encounter ends.

Navigate the Maze[edit]

The traversal section is filled with narrow hallways; to get out, you will need to look for a platform with stairs on it. Go up the stairs and head towards an open door at the far end of the room. After that, jump through the platforms until you see a hole on one of the platforms. Go into the hole and follow down the chute. At this point, you will see a spiked boulder rolling down the ramp. You will have to avoid the boulder and jump on the creases around the ramp until you see a hole in the ramp. Jump towards it, being mindful of the boulder as well. After going through the hole, more spiked boulders are present, but this time they will be rolling along the path. Time your jumps carefully as the boulders will push you around if you are in the way. After avoiding the boulders, you will be introduced to the mechanics of the encounter coming up. To open the door to the second encounter, you will need to match the symbols on the door to the symbols on the wheels. To move the symbols on the wheel, you will need to collect knowledge shards from killing a Wizard called a Preceptor. The Pyramid switch above the wheel indicates the direction in which the light on the wheel will highlight a symbol when knowledge is deposited on a pillar next to the wheel. Obtaining Heightened Knowledge will allow you to rotate the light on the wheel in 1 space; obtaining Brimming Knowledge will allow you to rotate the light on the wheel in 2 spaces; and obtaining Overflowing Knowledge will allow you to rotate the light on the wheel in 3 spaces. Once the light on the wheel has highlighted the symbol that matches the symbols on the door, it will open.

Open the Locks[edit]

The encounter contains a rally flag, and going past it begins the encounter where the mechanics from the previous room are repeated with a catch: only 1 wheel will be able to have the symbols on it to be rotated and players can see which wheel is allowed to have its symbols rotated through a buff on the top of the screen called Lockout Progression, which is divided into 4 sections, and each section will have the Zoetic Lockset shine a light on a wheel going from left to right. When all 4 sections are full, the buff resets and the symbol from the rightmost wheel will be locked in place as indicated by the large pillars displaying them. The symbol that was locked in have different effects:

  • Hive: causes Ogres to spawn.
  • Remember: causes Wizards to spawn.
  • Commune: causes the Zoetic Lockset to shoot Resonant Sun projectiles.
  • Stop: prevents enemies from spawning.
  • Kill: begins DPS.

If the Kill symbol has not been locked in, it will continue to lock in symbols on the wheels from right to left, as the length of the DPS phase is dependent on the number of symbols that been locked in prior to the Kill symbol being locked in. During the DPS phase, some of the bosses will close their shells temporarily, so you will need to be mindful of that fact. When the boss is defeated, you will need to take their core into a bowl near the loot chest to open the way forward.

Locate the Vault[edit]

Go down the large hole and then head towards a narrow path. Follow the path until you see worms on display at the wall near a threshold. Go to the threshold on the right and ascend up the worm carcass towards a ledge. Continue ascending until you see a network of bones next to the worm carcass and enter the tunnel. At the end of the tunnel, you will see more pedestals and lenses covered in gunk. The way to the final encounter can only be unlocked when the light beams shine on the symbols on the wheels if the symbol next to the barrier needs it. After the barrier is removed, the next area will have the path blocked by a wall that must be shot to get out. The wall will crush you if you stay around it for too long, so be sure to get out quickly before it closes shut. After ascending the worm carcass and passing through the displays, the rally flag awaits.

Defeat Kerrev, the Erased[edit]

Approaching the boss begins the encounter and when it begins, the boss will summon Pyramid spikes with Strand tethers to attach to some of the pedestals. To damage the boss, you will need to decode the symbols on the dial at the end of the room next to the vault door. One side of the dial will have symbols that tell a truth while another will have symbols that tell a lie. Players will need to decide which side to shine the light on the symbols. This can be done by first destroying the Strand tethers. You are initially unable to destroy them, so you will need to kill an Attendant called Unwritten Attendant to acquire a buff called Unwritten Empowerment that lasts for 7 seconds. While you have this buff, you are able to destroy the Strand tethers, but be careful as Threadlings will attack you when you damage the tethers. Truthspeakers from the first encounter are also present, but they only drop the symbols on the dial that tell the truth. Once players have decided which side of the dial they want to light up, they will need to shine the light on the wheels that have the symbols they want. Once enough symbols are lit up on the dial, they will now need to interact with the pillar next to the dial to temporarily light the room on fire. Players are encouraged to seek cover while the fire trap is active. Once the boss's shield goes down completely from the fire trap, DPS can begin until its shields are restored, and the above mechanics must be repeated until the boss is defeated, completing the dungeon.

Transcript[edit]

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

{Mission begins}

Flooded Inspection, Savathûn's Throne World

The Guardian transmats to the Flooded Inspection near the Hidden's base of operations in the pyramid.
  • Savathûn: What are you doing in there with the Vanguard's nosy little spies and all those grasping Dread? Terribly churlish of Rhulk to lock me out of the house. And let you of all people in. Clear out the pests while you're there, why don't you? The role of exterminator suits you.
Upon entry to the Hidden's base, the Guardian can approach a device to input different codes by shooting different symbols.
If the Guardian inputs the code: Savathûn Enter Pyramid
  • Savathûn: Oho! Opening the curtains for me? That's a kindness done for a nosy neighbor. Don't mind me watching over your shoulder 'til I can find my own way inside. I'm ever so curious about Rhulk's interior decor.
Or
If the Guardian inputs the code: Savathûn Grief Hive
  • Savathûn: Brother, sister. We've grown apart. Taken different paths. As all siblings must do eventually, I suppose. Now here we are standing at the top of the universe. And I find that what I'm looking towards is still you. Is that enough sincerity for you yet?
Or
If the Guardian inputs the code: Savathûn Give Guardian
  • Savathûn: Smug piece of creation, aren’t you? Looking for birthday gifts from your darling Auntie Savvie. You’re a grown killing machine. Earn your own gear.
Or
If the Guardian inputs the code: Savathûn Remember Worm
  • Savathûn: Do you think I miss him? That moaning little nugget of flesh? Please. Once I find my way into the Pyramid, I’ll come by the Upended and say hello to his mother. Xita's a little pinned down at the moment, but she’s an in-law of sorts. It would be polite. And Guardian, I’m not Ahamkara. If you want to speak with me, you don’t have to push a button.
The Guardian traverses through the Pyramid, eliminating Dread and Hive, before defeating their leadership, Kerrev, the Erased.
  • Savathûn: I could feel that one from all the way outside. Oh my. A failed grasp at power. Poor dears, the Dread are in a pickle. They need something, anything, to feel whole. And you thwart them at every turn. Does that make you feel big and strong? Like a hero? Like a killer?
If the Guardian has found all the codes found throughout the Pyramid (Hive Grief Darkness, Fleet Remember Witness and Worm Give Guardian), the vault door behind Kerrev will open to a room with a large structure with a chest at its base.
  • Memory of Oryx: As Xivu Arath has her hammer and Savathûn has her scalpel, so the king wields a chisel. With it, I carved the Tablets of Ruin. Anywhere I make my mark, there I create the world anew. There I cut death into the shape of my victory. So it is written. So it is. Aiat.
  • Savathûn: Brother? That Rhulk stepped on even the shadow of Oryx's robes — that he dared to lock away Oryx's secrets! And I, never aware of his tools within my court. I'll break down those walls sooner or later. You can bet your boots on that, Guardian.

{Mission ends}

Laboratory worms[edit]

As part of the The Drowning Labyrinth quest, players must collect finalised Worm larve to progress and get dialogue from Savathûn.

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

First worm
Savathûn: They didn't ask to be born into this world. Sad, unloved things, put together so hastily. Now they're searching for a way to make it better. Something to bandage their spiritual boo-boos. But you like them bleeding, don't you? Makes them easier to kill.

Second worm
Savathûn: The Dread who moved into my brother's ship, I won't defend. What a nasty group of people. Villains to their core! But I have had some lovely conversations with subjugators elsewhere, you know. Elegant minds on them. Heh, it's nice to engage in a little girl talk. [laughs]

Third worm

Savathûn: Play a game with me, Guardian. Imagine yourself among the Dread. Raised by an uncaring god, burdened with duties you never asked for. Always praying for word from the silent thing that made you. How would that feel? A distant leap of imagination for you, I'm sure.

Bosses[edit]

Unique Enemies[edit]

Rewards[edit]

Weapons[edit]

Armor[edit]

Other rewards[edit]

Trivia[edit]

  • Sundered Doctrine is the first dungeon to feature The Dread and the sixth dungeon to feature Hive.
  • In the first encounter area, if you head down the hallway where the light beam was first seen when you enter it, you’ll enter a room where the names of the symbols are revealed when you approach them.
  • Behind the vault the Dread and Hive were trying to unlock is the chisel that Oryx used to carve the Tablets of Ruin.

References[edit]