Salvation's Edge
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TBA (Raid) |
Salvation's Edge | |
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1-6 |
Recommended Power Level: |
1965 |
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Objective(s): |
Assemble your fireteam, ascend the Witness's monolith, and confront oblivion. |
Destinypedia doesn't currently have a walkthrough for this level; could you write one? | |
“ | Free the Light. | ” |
Salvation's Edge is a Raid in Destiny 2, released in the Final Shape expansion on June 7th, 2024. At the Pale Heart of the Traveler, Guardians must face oblivion in one epic confrontation with the Witness and break its hold on the Traveler's Light before it imposes finite salvation in the final shape upon all existence.
Unique enemies
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- Devotee of the Witness
- Keeper of the Monolith
- Threshold Sentinel
- Splintered Curator
- Trammel of Conflict
- Trammel of Demise
- Trammel of Time
Bosses
- Herald of Finality
- The Witness (Final Boss)
Walkthrough
Substratum
Once all players have reached the end of the opening transition encounter, a door will open, allowing the fireteam ingress into the first encounter of the raid. As the players enter, the door behind them should close and a rally flag can be placed. Players are free to explore the area to get a feel for the pathways that they may need to explore throughout the encounter, but all players should ultimately enter the center room to begin starting it. As soon as the players rendezvous in the middle, a "chest" should spawn alongside a triangular shaped resonance. While the shape is not important now, it soon will be for the encounters ahead. Regardless, a player should pick up the resonance and dunk it into the chest to begin the encounter. Once so, a fluxing hand of The Witness should emerge from the ceiling, a wipe timer called Final Shape Looming should be visible to all players and two doors should open up next to each other, thus starting the encounter.
The team should mainly always be split into two teams of three, as each team splits off into the freshly opened rooms. Players must enter them and kill all Sol Divisive Vex and even Dread units on each side, although Hydra Keepers of the Monolith and Overload Minotaurs should take priority if the chance is given. Be warned that each time the two doors are opened allowing exploration into the peripheral rooms, a swarm of Supplicants will spawn, so rushing into rooms is highly advised against. Additionally, the spawned Witness hand from the ceiling should also be seen swirling into a manifold hand, as it is now casting a triangular Area of Effect attack that can instant kill low resilience players, so all Guardians should be on their toes to avoid this attack. Each time a Keeper is eliminated, a door progressing further into the side rooms is opened until all are dispatched or the Overloads are killed. Once so, all players are called to middle to eliminate an Ultra Tormentor called a Threshold Sentinel; as soon as players start converging on the main rooms and while the Tormentor is alive, the recently opened doors into the side rooms will close, either trapping players inside or crushing them in the doors themselves, so players are advised to enter the center room with haste. Once the Tormentor is eliminated, two more doors will open and players must repeat the process of clearing out the rooms.
However, while progressing through the rooms, the teams should notices a glowing plate on the ground and an obelisk shaped object in a connecting room with a glowing central piece. These are the main mechanic for this and the following two encounters: circuit plates and a conduit. As soon as the players have made their rounds and eliminated their second Threshold Sentinel, players are safe to begin bouncing the charges between the plates as soon as they are located. Once the glowing plate is stepped on, a glowing bolt of light should be seen traversing one of the orange lines connected between the rooms, heading towards the room with the powered conduit. Players in both rooms should be coordinating bouncing these charges to not only keep the charge on, but also spawn resonances in the plate rooms and the center. So, the two teams should also break down into two of the players dealing with the plates while one deals with the conduit itself while the other one deals with add clear and also picking up resonances that will spawn in middle. To maintain the charge, plate players should step on their plates when they see the charge enter their plate or, more safely, wait to see when a rapidly shrinking circular aura spawns on it while the plate itself also glows. While waiting for the charge to bounce back to them, the plate players should be collecting the resonances that have spawned in their rooms while add clear should be picking up resonances in the center room when their sides don't need help with adds. It should be noted that Guardians can only hold a maximum of 3 resonances, any more and they will be killed instantly. Additionally, the stacks also have a timer that will also kill the wielder if the timer hits zero. While bouncing charges, teams of Goblins and Weavers should be spawning. While Goblins don't pose as much of a threat, Weavers should take priority as their Transverse Weave ability can disrupt plate charges and stall time. If by any chance a charge is lost when a player doesn't step on their plate in time, a Subjugator will lock down the plates and conduits, and must be eliminated as quickly as possible. To lock down a conduit, the player in the room with it must gather their resonance, shoot the center of the conduit (it should start to generate a rippling resonant aura once done so) and then step on their plate when the charge enters it. Once done, the player should lose one of their resonance stacks while the entire conduit should close and glow brightly. However, once a conduit is closed, the resonances that spawned on their corresponding sides will despawn, so Guardians should have all the resonance the can gather from their rooms and the center. When both conduits are powered, the team should rendezvous in the center to eliminate the Vex and a Subjugator before a chest spawns. All players should start to gather around the chest to activate it as these chests are proximity activated, and only can be interacted with once everyone is around it. After a player with stacks of resonance interacts with it, they should lose the resonance entirely and the Final Shape Looming wipe timer should visibly increase back up again. All players should dunk their resonances to spare them of the after effects of the resonance itself and give them more time for another round, which should increase back to the original timer of 4 minutes if done properly. Note that the Witness will continue to harry the team with the Resonant Gaze attack, which can also be troublesome once the team starts to deposit their resonances in the center chest. The players then repeat this process two more times until the enemies retreat and a staircase leading further into the monolith unfurls from the ceiling.
Herald of Finality
Before starting the encounter the fireteam should divide themselves into three teams of two, each assigned to either the left, middle or right side; it is recommended that the most skilled of the fireteam be assigned to the left side considering it's difficulty regarding terrain. Once the teams have made it to their sides, they should destroy the blight in the middle of the arena, thus summoning the Herald of Finality into the fray. The team should immediately start eliminating the Ravenous Taken Knights and Attendants on their side and their respective Trammels: Trammel of Demise on left, Trammel of Conflict in middle and Trammel of Time on right. Once at least one of the Trammels are eliminated, the Herald of Finality will summon a player from each side to the center of the arena. Guardians can deal with this in one of two ways, either dealing with the Herald first, gaining the Stolen Favor they need to read immediately, but can be risky with little time to activate plates or dealing with plates first, having the resonances on standby, but having to deal with another Trammel. Either way, the teams have to deal with the circuit plates and answer the Herald in conflict.
The players Called to Reckoning should enter the center part of the arena with the Herald and shoot the glowing spot on their head to try and gain the Stolen Favor buff instead. However, the team should notice that an orb of blight will spawn around the Herald and immediately negate all damage to the spot on the head. To remove it, the fireteam should look around the arena for blights that will have spawned around the sides of the arena and destroy them. Once so, the engaged team should focus fire on the critical spot and gain the Stolen Favor buff. Players in the center arena should also now notice a new Witness hand attack, this time, sprouting from the floor. Once it spirals, it will launch a barrage of Resonant Seekers that will target a circular area within the arena, and can burn away health nearly instantly, so players should avoid this attack whenever possible. Additionally, if the Called team is eliminated, the Herald will "celebrate your failure" and immediately invoke a wipe.
Once the Called Guardians have gained their Stolen Favor buff, they should immediately head to their side and read the conduit; now, a new mechanic is added to the circuits and conduits. Instead of just triangle, players should now notice a circular resonance spawning around their side. Additionally, the Guardian with stolen favor should also notice the center of the conduit contains either a glowing triangle or circle inside it; if the strategy has this player sending the charge instead of locking it in, they should call it out to the conduit player. If the wrong shaped resonance is deposited into the conduit, it will immediately invoke a wipe, so the Guardians should be picking up the correct shaped resonance. Players can pick up any resonance, but the last one picked up immediately overrides the last one picked up. For example, if the conduit needs a circle, the player locking it down can pick up two triangles, and finally pick up a circle, overriding the triangular resonance and replacing it with a circular resonance. All players should be collecting as much resonance as they can with the same principle as last time, extending the wipe timer for next phase. If a charge is lost, the players may either need to start again without much issue or have to deal with another trammel. Once all conduits are locked down, the players should head towards the vista of the arena, in the shadow of the Witness hand and deposit all their resonance into the chest that has spawned there. Once done, the timer should extend and the edges of the arena should glow, indicating that the Herald is damageable. Players should unleash all matter of attacks into the Herald while the boss itself is still vulnerable. Players should repeat this process until final stand, where the Herald will reset the timer to thirty seconds and summon all the Trammels within the arena; players should keep all focus on the Herald itself until it is hopefully eliminated within the narrow timeframe.
Repository
Much like Substratum, Repository is mainly about locking down conduits in each room with little concern for any other pressing gameplay mechanic. However, this encounter introduces a new resonance, Hexahedral resonance which is acquired from a resonance spot with a cube shape at its center. Additionally, a Witness hand will emerge from the walls to unleash a beam of searing energy at players from the side. Before starting, the fireteam should split into three teams of two, which should stick together throughout the encounter and should have their plates connected.
After depositing the resonance into the chest, the encounter will begin as Threshold Sentinels will spawn on each side. When these Tormentors are eliminated, the person that landed a killing blow on the Ultra unit will acquire the Stolen Favor buff which will allow them to see what resonance is needed for their conduit. Preferably, the player locking down the conduit should have this buff. However, once all Tormentors are eliminated on each side, a bunch of Honored Scorpius turrets will spawn on elevated platforms all over the arena, pelting the fireteam with a constant hailstorm of bullets until they or their targets are eliminated. After any pressing threat is eliminated, the teams should start to bounce charges between each other until all resonance is spawned. Unlike the previous encounters, however, the resonances will spawn only on certain sides, with hexahedral spawning on right, circular in middle and trigonal on left, so once the conduit is read and the charges are bounced, the players should seek to acquire as much resonance as possible, with the conduit players acquiring the resonance they need for last. Again, like Substratum, once a plate loses its charge, a Subjugator will spawn, which will lock down the conduit and plates as long as they are alive. Once the resonances are acquired and the subjugators eliminated, the team should then work on locking down the conduits and all rendezvous in the direct middle to deposit their resonances into the chest to extend the wipe timer; Honored Scorpii will spawn once the conduits are locked down as well, so Guardians should also eliminate them with haste. After depositing all their resonance, hopefully capping the timer back up to 3:30, the fireteam should eliminate all Shadow Legion forces, as well as an Unstoppable Incendior whom has joined the fray. Once the Unstoppable has been eliminated, the fireteam should advance to the next room ahead and repeat the process.
However, the main caveat with this encounter is that, as the rooms progress, the circuits between plates should overlap and switch sides. For example, in the first room, the plates go straight to each other: left to left, mid to mid, and right to right. The next room, however, alters this slightly, with left going to middle, and middle going to left; right still goes to right. In the final room, however, all sides are changed, with left going to middle, middle going to right, and right going to left. While players can simply go to their respective sides, it is recommended that the fireteam keeps the three team strategy to better coordinate bouncing charges and prevent snags with having to either restart the plates or deal with another Subjugator.
Verity
The Witness
Red Border Chest
Rewards
Weapons
- Euphony - Exotic Linear Fusion Rifle
- Critical Anomaly - Legendary Sniper Rifle
- Forthcoming Deviance - Legendary Glaive
- Imminence - Legendary Submachine Gun
- Non-Denouement - Legendary Combat Bow
- Nullify - Legendary Pulse Rifle
- Summum Bonum - Legendary Sword
Armor sets
Miscellaneous
- Raid Armor Mods:
- Electrified Conductor - In "Salvation's Edge," receive a large amount of Special ammo when charging a conductor.
- Stacked - In "Salvation's Edge," final blows have an increased chance of spawning Heavy ammo while in possession of Resonance.
- Persistent Resonance - In "Salvation's Edge," create orbs when depositing Resonance.
- High-Tier Elimination - In "Salvation's Edge," gain bonus ability energy when defeating challenging combatants or higher.
- Arm's Reach - In "Salvation's Edge," gain bonus Super energy when defeating a combatant near a limb of the Witness.
- Turmoil Engine - Exotic Sparrow
- Timeless Bond - Exotic Ghost shell
- Emblems:
- Edfication - Complete all encounters of the Raid.
- Hunker Down - Complete all encounters of the Raid within the first 48 hours of release (June 7th - June 9th, 2024)
- Shaders:
- Resonant Cellweave - Find both hidden chests within the Raid.
- The Rubicon Lore book
Transcript
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Gallery
Intro
Weapons
Armor
Trivia
- Salvation's Edge had the longest time to a first clear at 18 hours and 59 minutes, beating out Last Wish by 10 minutes.
- Additionally, Hunker Down, the emblem given to those who beat the raid within the first 48 hours of its release, is the rarest Challenge/Contest mode emblem ever, with only 3286 people having unlocked it [1].
- The Raid includes nearly all enemy races, except for the Fallen.
- Salvation's Edge is the first raid where the final boss does not die, instead being killed in the Excision mission
- This can be accessed from several locations in the Pale Heart, including at the end of the raid itself.