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===Evade The Consecrated Mind===
===Evade The Consecrated Mind===


This is the first encounter of the raid itself. You´ll be meeting a big Harpy, named "[[Consecrated Mind, Sol Inherent|The Consecrated Mind]]". This is the first obstacle the guardians meet on their quest of tracking the signal the [[Unknown Artifact]] emits.
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.


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 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.

Revision as of 17:36, September 26, 2020

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The Garden calls out to you.

Prev:

Crown of Sorrow

Next:

Deep Stone Crypt

Garden of Salvation
Gos.jpg

Game:

Destiny 2

Player(s):

1-6

Recommended Power Level:

940

Location:

The Black Garden

Objective(s):

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

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

 

Garden of Salvation is the latest Raid in Destiny 2, released in the Shadowkeep expansion. Taking place deep within the Black Garden, the Guardians are tasked with tracking the source of Unknown Artifact's signal, given to them by the Darkness itself.

The raid features Guardians progressing through the Black Garden, as they battle an onslaught of Sol Divisive Vex. It was made available to players on October 5th, 2019.

Bosses

Walkthrough

Evade The Consecrated Mind

This is the first encounter of the raid itself. You will encounter a Harpy, named the "Consecrated Mind". This is the first obstacle the guardians meet on their quest of tracking the signal the Unknown Artifact emits.

The fireteam of 6 players will split into 2 teams, one staying with the boss and the other one moving into the next room. The encounter starts when the gate leading to the gate leading to the next room, which is on the right side of the arena, is unlocked.

The encounter starts. The team that stays with the boss will have to keep an eye on it, because it will deploy Voltaic charges that, if not picked up, will explode and wipe the whole fireteam. The boss will likely drop this charges 3 times per phase. These charges look like Vex Confluxes, so its pretty easy to recognize. The player who has to pick up the charge just has to step on it. Once the player picks it up, it will have a 2 minute cooldown. This means the player will not be able to pick up another voltaic charge while its on cooldown. If the player attempts to pick up another charge with the de-buff, it will die.

Meanwhile the team that stays with the boss do their job, the team that ran into the next room will face lots of enemies, including Overload Champions (one per room). The team has to kill all adds to make an Angelic spawn, which is a Hydra that acts like a key. Killing that Hydra will unlock your way to the next room. 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.

Once you reach the final phase, which is a quick rundown between lots of Cyclops and Overload Minotaurs, the boss will do the same thing as in the previous rooms, drop Voltaic charges. Players usually announce when they are going to pick up a charge, so that the rest of the team can keep running. Killing the cyclopses and the Minotaurs is not important for this phase, you just have to run and avoid their shots. The boss will drop its Voltaic Charges 3 times, and once you reach an area where there are no more enemies, the Consecrated Mind will retreat to the ether and the encounter is over.

Summon The Consecrated Mind

Summoning the Consecrated Mind... This is pretty simple but its very easy to fail, because of the inmense amount of coordination with the players which will have certain roles. To give some context, upon completing the tether puzzle I mentioned before in the first encounter, you will walk to a section of the raid which has 4 relays spread across the map. You can imagine this as a diamond shaped map.

This is the map of the second encounter.

Defenders: The defenders will be split across the 4 relays in each corner of the map. Their job will be keeping white-shielded Vex away from these relays, because they want to sacrifice in order to detonate the relay and wipe the whole team. There is a tether box, where the runners cooperate with the defenders.

Runners: The runners will have the job of refreshing a certain buff you get when you link a tether cube with a relay. This buff is important, since it allows the player to damage the shield of the Vex trying to sacrifice. The runners, since they are two, they will be cooperating each with 2 defenders at the same time, refreshing the buff and also helping them with enemies, since they are alone at the relays. For example, as you can see, position 1 and 2, which are Underbrush and Thicket (no one calls their positions like that, they use numbers). The first runner will be in charge of refreshing positions 1 and 2 everytime they have like 10 seconds remaining of the buff. Take into account that there is a long path between each position, however since there are portals in each position that trigger once a buff is refreshed, which allow you to warp between relays and increase the speed of the buffing.

This encounter is based on rounds. The way of completing the encounter is by killing Angelics, which are boss-like Hydras. Each round, which are like 3 or 4, there will be Angelics spawning in each relay position, they must be killed of course. Rarely, there will be 3 angelics at one position. The defender is meant to notify the runner when this happens, so they can aid their partner. Once the 3 or 4 rounds of Angelics passes, the gates in the middle will open. Everyone must run inmediately to the center of the map, which is position 5 in the picture. After everyone reaches the center, it’s time to defend the last Relay. There is a tether cube near the relay which is guarded by an Angelic. Kill it and unlock the tether cube to grant yourselves the buff which allows you to kill the shielded Vex. These Vex will spawn in each corridor, and you have to stop them from sacrificing themselves in the relay at the center. Added to that, there will also be more Angelics in said corridors. You have to clear each wave of this Vexes, kill the angelics, while refreshing the buff constantly. From my personal experience, this waves should take just 2 links to the relay. After you do this, the feed will say Undergrowth Defenses subsided, signaling the end of the second encounter.

Defeat The Consecrated Mind

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

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.

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

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

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.

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.

Conquer The Sanctified Mind

  • TBA

Unique Enemies

Rewards

Weapons

Armor

Cosmetic

  • Inherent Truth emblem
  • Ancient Believer shader
  • Ancient Defender shader

New Mechanics

  • The tether mechanic.

The Divinity Sidequest

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.

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.

Anyway, with that in mind, lets get to the puzzles.

  • First puzzle

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.

  • Second puzzle

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.

Trivia

  • Garden of Salvation is the first Raid in Destiny history to take place in the Black Garden. It is also the second full Vex raid in the series, following the Vault of Glass.
  • The community has nicknamed Garden of Salvation as the “Vault of Grass”.
  • This Raid seems to be a crossover between Shadowkeep and Season of the Undying as it uses events from both releases.
  • Players began calling it "Garden of Energy weapons" due to the frequency of Energy weapon drops.
  • There are several motionless Vex Goblins that will awaken when approached and die after a brief moment, one can be encountered as soon as the first encounter is completed after the big drop, on the right side.
  • After defeating the Sanctified Mind, Sol Inherent, a Pyramid Scale is formed by the remnants of a Pyramid. This marks the first appearance of Pyramid Scales, 248 days before they would reappear during the Season of Arrivals