This Destiny 2 Garden of Salvation Raid Walkthrough will show you how to beat the Shadowkeep Raid for power levels 900+ in Destiny 2. You need the Shadowkeep DLC expansion for this.
Garden of Salvation Raid Walkthrough
The Garden of Salvation raid was released on October 05, 2019 at 10 AM PT / 1 PM ET / 6 PM BST.
Before you even think about doing this raid, it’s worth noting that there is no matchmaking and you must find a fireteam of 6 players!
The recommended power level for the raid is 920+ with gear that deals a lot of damage per second (that’s not necessarily the gear with the highest power level). Your overall power level needs to be equal or greater than the enemy’s, otherwise you deal reduced damage and die much quicker. So make sure everyone in your team is 920+ power.
There are checkpoints within the raid (one after every big area) so you’re allowed to fly back to the tower to decrypt the engrams you’ve found.
Encounter 1: Track the Unknown Artifact’s Signal
Evade the Consecrated Mind and continue tracking the Unknown Artifact’s signal.
Recommended encounter items:
– Overload Perks (Weapon or Grenade, needed to kill Overload Minotaurs)
– Warlocks – Voidwalker Attunement of Chaos (Top tree)
– Hunter – Nightstalker Way of the Trapper (Top tree)
– Titan – Sentinel Code of the Commander or Code of the Protector (Middle or Top tree)
– Weapons – Grenade Launchers to take out Hydras/Minotaurs/Cyclops, SMGs (Preferably Recluse) for other enemy clearing
Once you enter the raid, the first encounter is a sort of relay race through the area, opening doors and grabbing a pickup the boss drops to stop you wiping. If you look to the right of the room you’ll see a door with a box in the middle, and somewhere on the right side of the room will be another box floating in the room. To start the encounter, you need to shoot the box once to activate it, then line up so that the laser line connects between each player going towards the box in the middle of the wall.
Before starting, pick two players who are going to go through the door first, they should start closest to the door in the chain. They’re going to immediately move forward into the next area and take out the spawning enemies. The other four players stay in the main room with the boss. In the main room with the boss it will spawn waves of Fanatics and Void shielded Minotaurs. The people in the room take those out, while waiting for the boss to spit out a Voltaic Overflow pickup. One person needs to pick this up, because if left on the ground it causes a wipe in approximately 5 – 6 seconds. Once this is picked up you receive a 2 minute 30 second debuff timer called Voltaic Overflow. While this timer is up if you pick up another drop it will consume it, but will instantly kill you. Once the timer runs out the debuff goes away and you can pick up another.
The first player to pick up Overflow will then head through the door with the first two players. When those players head through the door, there will be some enemies up on the right, then down to your left, and a Cyclops across the gap on the other side. The players going in should take out the enemies up top, then take out the Cyclops. Once that Cyclops is dead, it will spawn 2 – 3 in the prior area where the boss is, that the remaining players should focus as quick as possible.
The players moving forward should watch for snipers above on the left and right, and there will be an Overload Minotaur that rushes at you from the middle. This enemy is why at least a couple people need to be running Overload Perks, to be able to stun it and then take it out quickly
Once that Minotaur is dead, continue forward toward the next door. Once you take out the remaining enemies, an enemy Hydra named an Angelic will spawn.
Take this out quickly, then you will be able to activate the node in this room to make another tether chain to the next door. The nodes will spawn in one of three spots around the room, facing the door there will be two on the left, or one on the far right.
You need at least 3 people in the tether chain to open the door. Once the Angelic is killed allowing you to activate the tether, anyone left in the first room should wait for a final spawn of Overflow from the boss, then start heading through the door to meet up with the others. When the door is tethered open, the boss warps forward to the second room in front of the door.
Once the boss moves forward and the door is open, you are repeating basically the same sequence again going into the next room. I’d advise first taking out the first wave of enemy spawns and start the next rotation of Overflow pickups. Any people who still have the debuff should be the first ones to move into the room and start taking out enemies. The enemies in the group are largely the same, except everything is much closer to you as there’s no gap to jump over. There will be 1 Hobgoblin immediately up and left of the door, then two across at the far wall that you should take out before proceeding into the room. There will be another Overload Minotaur very near you, and it will run up to the group so it is higher priority than other enemies. There will be another Cyclops up the hill, that will spawn a more in the room with the boss. These are the biggest priority in this room, as they will deal a large amount of damage to anyone left in the room.
Once the enemies are dead in the next room it will spawn another Angelic Hydra, then once that is dead another tether point in one of three spots.One will be far left of the door around the corner, then the other two will basically be on either side of the farthest platform slightly below floor level.
You need three people again for this tether, then the boss will warp forward again to this room. The cycle continues again for this room, though it’s slightly easier to defend this room than the prior one. Continue the rotation going up into the next room, but this one has one difference. Once you killed the Angelic, there will be 3 tether boxes. Facing the door, you will need to tether all three, starting from the right one, then go to the middle, then the left one.
Once the first tether cube is done, the boss will warp forward past the door, so everyone else can move forward to the door. Once all three locks are open proceed through the door to the final area of this encounter.
This part is basically a gauntlet, the boss will drop Overflow pickups in three spots moving towards the back of the area, you need to pick up all 3 pickups without everyone dying before reaching the back of the area causing the boss to run away. There will be a large number of cyclops in the area, as well as multiple Overload Minotaurs. You don’t have a lot of time to get to each point, as it moves between each spot and immediately spits out the Overflow pickups without stopping. You can get through the middle if you’re very quick, then head to the outside where there are less enemies. Not everyone needs to make it to the end, only basically one person as long as all the Overflow pickups are grabbed, which causes the boss to run away and ends the encounter. If a person reaches the end of the area, they can hide to the right of the final platform near the edge and wait for the boss to despawn which ends the encounter. When running through it would be advised to pop any supers that people still have, or if running a heavy like the Deathbringer start shooting it as you’re running. The cyclops can be dealt with relatively easily this way, then you just need to more or less avoid the handful of Overload Minotaurs that spawn in as you’re running towards the back of the area.
Once you are finished in the area and have got your loot, head forward and jump in the hole in the tree in front of you to continue.
Heading to Encounter 2 & First Secret Chest
After dropping through the hole in the tree, you’ll reach a room with a large circular hole in the middle. Drop down there to get to the jumping puzzle of sorts for this raid. You can two paths, either to the right or left. You want to head left as that’s where the first secret chest for the raid is.
Jump across the leaves and branches to the closest one to the pillar with the moving elevator. Right near the elevator is where the chest is.
You can jump to the elevator if you want as it’s moving down, but you can’t mantle it so it’s potentially easier to just jump under it to the hole, which is directly beside it. Once you get in the hole you’ll find the chest, which can drop mods as well as other raid loot. Once you’ve got the chest you can either head back out the same hole, or go forward to the other and try to jump forward.
Assuming you jump backwards, the path forward is to hug the left wall around the corner, jumping on the leaf pads in the corner, then following along the wall more.
When you get around to the next wall, you head up the staircase-esque pads, to where you see the large flower bulb hanging from the ceiling.
If you shoot this or any of the other flower bulbs they will open for a short period of time allowing you to jump on them. Jump on this one to the platform past it.
You then hug the pillar around to the left, then jump to the next flower bulb, then forward to the red lit area which leads to the next encounter. Be aware there is a wall piston to the left that will knock you off if you get hit by it.
Encounter 2 Draw Out the Consecrated Mind
Find a way to draw the Consecrated Mind out of hiding.
Recommended encounter items:
– Anti-Barrier Perks (Auto Rifle or SMG, each conflux location has two Barrier Hobgoblins that need to be taken out)
– Warlocks – Voidwalker Attunement of Chaos (Top tree)
– Hunter – Nightstalker Way of the Trapper (Top tree)
– Titan – Code of the Commander or Code of the Protector (Middle or Top tree)
– Weapons – Grenade or Rocket Launchers for enemy clear (specifically the Barrier Hobgoblins and Angelic Hydras), Auto Rifle or SMG with Anti-Barrier perk
This encounter you are basically taking over and then defending 4 points for a number of waves, then moving to the middle of the area after a number of waves defending all 4 points to defend a middle point for a few waves. There is no boss during this encounter, you just need to deal with a large number of the same Angelic Hydras as in the prior encounter.
The encounter takes place in an area that’s 4 long hallways in the shape of a diamond, with a Conflux/Relay you can tether to at each point. From these points there is a hallway leading to the middle of the area, where there is a 5th Relay in the middle you deal with last.
Starting at point 1, you kill the group of 3 Goblins to start the encounter.
For starting this encounter you will want to decide what roles people want to fulfill. You’re going to have one person staying at each point 1 through 4 once you take the point over, then two people who will act as floaters, moving between two of the points each helping to enemy clear once you have all 4 points set up. Starting out have the Point 1 person and the floater who would be dealing with Point 1 stay there, take out the Angelic and the couple other enemies that would be coming out of the North hallway towards the point. These two people then need to tether to the middle conflux from the box down the hallway, which allows the nearby portals to be activated and gives an Enlightened buff which allows you to break the white shields on enemies that will start spawning. These enemies try to go to the conflux and sacrifice themselves, and after 3 sacrifices the players are immediately wiped. Tether a conflux refreshes the number of sacrifices though, so you can use that to get back available ones if you need.
The remaining 4 people move down the hallway towards either Point 2 or 4. My preferred route to take for this encounter is going to Point 2 first, then going back to Point 1 and then going to Point 2 and ending on Point 4. This is because while going down each hallway you will normally run into the two Barrier Hobgoblins along with a few other enemies.
If you do a full rotation starting going counter clockwise you end up going from Point 3 to 2 in the one hallway with basically no cover, and the Barrier Hobgoblins will be shooting down the hallway at you. If you go back the other way it normally makes them appear either in the middle of the point or in the opposite hallway so you have slightly more time to get set up. Once you reach the next point take out all enemies and the Angelic, then have the person staying at the point and one other tether that point before the 3 people head back to Point 1.
Once both this point and the starting point have been tethered once, it will open the nearby portal between the two points. You can use these to quickly get between each point.
The two people at point 1 and 4 should now go through the portal to one decided spot between enemy waves to refresh their Enlightened buff. You will know the enemy waves are starting and finishing by the messages on the bottom left that will say defences have “Deployed” or “Subsided”. When you get the subsided message if when you want to refresh buffs as there won’t be more enemies spawning. During each deployment wave it will spawn 2 sets of 3 Goblins and 1 Minotaur down two of the three paths leading to each point, slightly staggered in time.
When the first three people are back at point one, they can if they want take the floater from the first point and head down the hallway leading towards point 2. I’d recommend these players stopping before the statue down this hallway until you get another deployment message.
If you go right after the deployment message it won’t spawn the extra defence waves on the point until the next rotation, which makes taking it over slightly easier. Take out the Hydra and Barrier Hobgoblins, then tether the player staying here, then the two floaters and last remaining player can head to point 4 to take it over and tether that player. Once all 4 points are ready, the first floater should use the portals to head back to their main two points they’re going between.
Depending on when you get the final point finished, you might have another wave of normal enemy defences now. Between waves have the players get together in groups of 3 on one of the points to refresh the Enlightened buff with each other, then head back to their own points. You will now have to defend each point from the normal defence waves, along with a group of 3 Angelic Hydras that will spawn at each point, one down each hallway. This will occur at each point one time each, and you will know it is happening immediately because the tether cube will be blocked and can’t be activated. Have both floaters head to the point to help with the Angelics, and if you need you can have the other two nearby point defenders go there once they’ve dealt with their normal waves. Once the Angelics are destroyed have everyone refresh buffs and get ready for the next wave. After the first one you can have the floaters preemptively move to the remaining points, as the Angelics won’t spawn at the same point again.
After each of the points has had a wave of Angelics the forcefields on the hallways leading to the center of the area will go down and everyone should head to the middle of the area. When you reach there you will see another conflux in the middle, along with a tether box in the North-East short hallway with the rotating platforms in it.
In this middle room you will need to defend against 3 more waves of enemies, the first being one Angelic spawning out of the tether box hallway, then one more each wave in two more hallways. Between each wave you need to have at least 3 people tether the box to refresh Enlightened buff as it will continue spawning more white shield enemies on defence waves.
After the third wave is dealt with and all enemies are dead you will complete this encounter and get your reward.
Encounter 3 Subdue the Consecrated Mind
Defeat the Consecrated Mind to continue tracking the Unknown Artifact’s signal.
Recommended encounter items:
– Mods – Artifact mod Oppressive Darkness (Far right column, void grenades weaken enemies)
– Warlocks – Voidwalker Attunement of Chaos (Top tree)
– Hunter – Gunslinger Way of the Sharpshooter (Bottom tree) + Celestial Nighthawk Exotic Helmet
– Titan – Code of the Protector (Top tree)
– Weapons – D.A.R.C.I. or Whisper of the Worm exotic Snipers for boss damage, Void Secondary for Minotaur kills
This is finally the first boss fight of the raid, against the large Harpy that you’ve been chasing around from before now. This takes place in the same location as the prior encounter, but just imagine that you’ve now turned the area slightly and you should view the hallway with the rotating platforms as North.
You start the encounter by tethering to the conflux in the middle from the box in the South hallway. Before starting you will want to divide into 2 groups of 3, the boss babysitting team and the mote pickup team. The 2 groups largely won’t interact with each other for most of the encounter other than coming together for boss damage.
The mote team will as soon as the encounter starts look for where the conflux has moved to from the middle of the area. It randomly moves to any of points 1 through 4, and can be seen by the fact that it has a large beam of light coming off of it, and there will be a minotaur coming down the same hallway.
This minotaur is what you need to be looking out for. When killed they drop 5 voltaic motes like in gambit, which need to be picked up. Have the first player who is going to defend grab these first 5 motes, then head to the conflux down the hallway. They should still have Enlightened buff from when they did the tether to the conflux in middle, so they can wait a little bit before depositing to give the other two more time in the middle. When you need to, deposit on the front of the conflux to insert your motes and refresh the Enlightened buff.
The person then stays here and defends the conflux from waves of 3 goblins that come from the two side hallways. They will always have the white shield on, which is why you need to time your Enlightened and depositing for the people still in middle.
After the first person has left, the other two be on the lookout for another minotaur spawning. They seem to only spawn after you’ve cleared out the group of goblins that spawn at the same time, so to get through quickly make sure to always kill all the goblins as well. The second person should have time to grab 10 motes, and when they do that’s the most they can carry and they can head to deposit, then the first person can come back. The third person can aim for 10 if they have time, then the last person just needs 5 for a total of 30 deposited. If any of the goblins sacrifice on the conflux you will need to deposit some extra motes to make up for it, as the sacrifice steals some motes back from the conflux. Be aware after the first minotaur dies there will be a number of Suplicant Harpies spawning from out of the hallways as well that will try and chase the players down and explode to kill them.
The boss babysitting team will need to follow the boss around for the encounter. It will randomly fly down one of the N/E/S/W hallways over the gap to the ground on the other side. Warlocks and Titans can clear the gaps in a single jump both ways on the rotating platform hallways or going there on the others, but everyone needs to jump back on the way back, and hunters need to use the platforms in the rotating hallway (unless they’re using exotics for more jumps, but they should always be using Nighthawk). On the other side the boss will spit out an Overflow pickup like in the first encounter. One person in the group needs to pick this up.
The person who picks up the Overflow will be detained, then they need to look at the boss, and the other two people need to sit on either side of them. The boss will raise it’s fins, and there will be 6 lights on then (two on each, top left and right fins). One light on each will be lit up red, always either the three outer or the three inner.
To stop the boss killing the detained player, you need to shoot out all three of the lights. The two players who aren’t detained can’t see which lights are the correct ones (all of them appear red), so you need to listen for the callout from the detained player. If one of the two outside players don’t make it to the boss in time, you can still do this well with two players. Have the one outside player take one side, then the detained player take the other. Once those lights are destroyed, both players work on the top light together. When all 3 lights are destroyed the boss lets the detained player go and heads back to the middle of the area.
You need to repeat this pickup step until the mote players have enough motes deposited. The boss always moves in cycles, when it goes to the middle and is waiting around it will raise it’s fins and start shooting at everyone. Once it drops it’s fins it will start heading into one of the hallways again to spit out another pickup. Depending on how quick the pickup players are you might need to rotate in one of them to do a Overflow pickup, so be aware of the timers as it works the same as the first encounter and if you pickup a second while you still have debuff on it will kill you. Also be aware that when picking up the Overflow make sure the other two players aren’t near, as it can detain multiple people if they’re too close together.
Once the mote team is ready to deposit 30 motes they should let the boss team know, and if the boss isn’t about to spit out an Overflow you can have everyone head over to the conflux location. Once the motes are deposited there will be a message stating the boss is distracted by the conflux and it will make it’s way over to it. Have everyone down there getting ready, taking out any enemies that are near (though it will despawn all of them once the boss reaches it). If you have a Titan running bubble for Weapons of Light you can have them put their nose right to the back of the conflux and pop it just before the boss reaches the conflux.
When the boss reaches the conflux, it will put up all of it’s fins and start rotating them around. They will be covered in red lights, which you as a team need to destroy all of.
Once all the lights are destroyed, the boss will open up it’s weak point and start slowly backing down the hallway, weaving back and forth to try and throw you off.
As it’s backing down the hallway is when you need to damage it. As it starts moving hit it with Oppressive Darkness grenades to weaken it and do more damage, then start sniping it in the face. D.A.R.C.I. is a safer weapon to do it with, but if you’re confident you can hit all your shots you can use Whisper of the Worm, or even Izanagi’s Burden. Once it reaches the end of the hallway it will put away it’s weak point and you repeat the cycle again of depositing and chasing the boss around. If you’re around Power Level 930 – 940 this is a very safe 2 phase fight, but you have 3 if you need before it enrages and wipes the team. Once the boss is dead you can get your loot, then proceed through the door past the rotating platform hallway.
Heading to Encounter 4 & Second Secret Chest
Head through the door, then instead of heading into the portal head left (or go in the portal, see what happens).
Continue around the ledge, then jump to the right to the curved wall. You’ll follow this basically all the way around to where the rotating wheels are, and jump through both of them.
Right after the second wheel stop and turn and look up the wall, you should see a path leading back the way you came but going more upwards. Go up there, then climb up the wall to get to the top of the area.
At the top of the area head right towards the path leading into the large tree. You should see two entrances here, go in the left one first.
Go to the back of this left room then turn around, you should see the second secret chest of the raid above you. Jump up the stumps there to get your extra loot, then head back out to the other path leading into the tree.
You’ll shortly reach an area with a large vex milk pond that you die if you jump into. To progress you need to climb up to the seed pods, then use them to get across to the other side. You should see two right above the pond edge, then if you jump to the one on the right if you look around the corner you’ll see a third down further by a branch. Get a party member to stand on this right pod and shoot the farther one to open it, then have other people jump from the left one around the corner to reach it. You can then jump to the area of solid ground on the other side, shooting the pod from there for any remaining people.
Continue heading around the wall up the pads, then keep heading around to the left up the cliff edges. Eventually you’ll reach the top where the final boss area is.
Encounter 4 Conquer the Sanctified Mind
Defeat the Sanctified Mind to discover the final destination of the Unknown Artifact’s signal.
Recommended encounter items:
– Mods – Artifact mod Oppressive Darkness (Far right column, void grenades weaken enemies)
– Warlocks – Build team – Voidwalker Attunement of Hunger (Bottom tree), Mote Team – Stormcaller Attunement of the Elements (Bottom tree)
– Hunter – Gunslinger Way of the Sharpshooter (Bottom tree) + Celestial Nighthawk Exotic Helmet
– Titan – Code of the Protector (Top tree)
– Weapons – Primary Sniper (Tranquility can roll great perks), Whisper of the Worm (safer) or Izanagi’s Burden (if you can hit all your shots) exotic Snipers for boss damage, SMG or Auto secondary for enemy clearing. 21% Delirium HMG is apparently good for boss damage as well due to Killing Tally and Overflow perks.
This is now the area with the final boss of the raid. At the back of the area is the platform with the Rally Banner placement spot that you can get back up to if you drop down. To start the encounter you shoot the boss from anywhere and then head down to the lower area.
The main area is divided into 12 sections of ground, and there are 5 different spots that the 2 confluxes you deal with in this area can spawn in. Starting out they always spawn in (numbered from left to right) spots 2 and 4. After the first phase the confluxes disppear and can move to different spots which you need to be aware of. The blue conflux can spawn in spots 1/2/3, while the orange one can spawn in spots 3/4/5.
Before starting you’ll want to separate into 3 teams, one pair will be Build Team who will always stay on the main platform under normal circumstances, and then Portal Teams 1 and 2 who will jump into the portals and collect motes to bring back and deposit on the confluxes on the main area.
Starting out the boss will be shooting at you and spawning in waves of normal goblins, followed shortly by one Angelic Hydra that blocks the conflux tether boxes while it’s up. Aside from right at the start of the collection phase and right before thether phase when these Hydras will spawn the goblins are the only enemies that will spawn on the ground with you. Kill anything that’s coming at you on the ground and wait for the boss to get it’s weak points.
After a short period the boss will get two red damageable points on it’s body, relative to you on the left knee and the right shoulder. When you shoot one of these it will momentarily stun the boss and cause a portal to appear relative to what side you destroyed the weak point on. The portal will always spawn directly off the hip on the same side, regardless of where the boss is turned so be aware if it’s turned away with the side you’re spawning the portal on the portal will be farther away.
As soon as the portal is spawned you want Portal Team 1 heading out to jump into it. There is about 10 – 15 seconds from when it spawns to when it despawns for the team to get in there.
When they enter the portal it will teleport the players to the far left of the map to the other island.
On the other island a number of enemies will spawn. Killing these enemies drops Voltaic Motes like in the prior boss encounter. The two players want to pick up as many of these as possible, trying to reach a total of at least 15 motes between the two of them. Each player can pick up a maximum of 10 like the prior encounter. If you see a Minotaur spawned then there will be a max of 15 motes, but if there are hobgoblins spawned you can get a maximum of 18. The team on the island needs to communicate with the players back in the main area when they have a total of at least 15 motes as possible.
Back on the main platform, the players need to watch for what happens after summoning the portal. Every time the portal is summoned on either side there will be one Cyclops spawned off on a pillar on the same side as the portal (the C triangle on the map). It is likely good to have the 2 build team members be in charge of always taking these out.
The boss will also make an animation where it pushes it’s left hand downward, at which time one of the platforms will randomly despawn. Between enemy waves after the enemies are taken out, the two builders need to coordinate to tether from the nearest conflux to the tether points outside the platform area, marked with the +s on the map. For the first phase with the tether points on 2 and 4 you can get every point with just two people other than the very outside left and right points. For the most part you can just ignore those two outside ones, they aren’t that useful as you won’t be moving there. If you get extra time between damage waves you can rebuild those platforms with help from other players, but they’re not super important.
After the first mote team has picked up their required number of motes and signalled everyone in the main area, the main team shoots the same weak point on the boss to summon a second portal on the same side. The second Mote team will head into the portal now, and the first Mote team will have been warped back to the platform where the Rally Banner is placed. They then jump down and deposit these motes on the same side as the portal they were on (the motes are color coded too when they’re dropped). The players who have deposited the motes will now have an Enlightened buff, which they need to use to hit the white shields the goblins will now be spawning with.
As you’ve shot the weak point to open the portal the Build team does the same as before. Watch for the cyclops, then build a platform between waves if possible. Once the second Mote team is ready, you then need to shoot the left weak point again to warp them back, then also shoot the right week point to open the portal going to the right.
This means there will be a cyclops spawned on both pillars, and the boss will disappear two platforms one after another. If he does any of the outside ones at this point then you can more or less ignore them for now unless you’re really quick with enemy clear. Once the second Mote team has deposited in the blue conflux, if you have deposited at least 30 without any sacrifices a message will appear on the bottom left of the screen saying “The tether is pulsing with dark/light energy”, and it will look like the below image and all of the rock inside the moving area will be gone.
Now that this has occurred and you have Mote team 1 in, they need to get another 15 motes if possible on this side. Everyone back in the main area continue defending as normal. After a point the waves of goblins going toward the Blue conflux will not have shields, so the Build team who don’t have the Enlightened buff can worry about those ones. Once Mote team 1 has got enough Motes, warp them back by shooting the right shoulder, and Team 2 can go in the portal. Repeat again, then warp Team 2 back out. Take out any remaining enemies and the remaining cyclops, then after the second team deposits you’ll be ready for damage phase.
The boss will be close to the front two platforms out in the fluid (squares marked P on the map). Watch his hand, and he’ll hold it out and there will be a colored + in the air. It will either be blue or orange, which corresponds to which tether you need to get to it first. Depending on how close it is to the conflux you can get the tether with three people, but it’s typically safer to do it with 4 people and then have two that are designated for clearing enemies that are spawning. There will be one Angelic Hydra that is spawned right at the start during the first tether part that you need to take out first to be able to use the tether.
Once the boss is tethered once it will be momentarily stunned, then will move slightly to the side then jump in the air and put up the other color tether. NOTE: It currently seems that the game has a bug and the second tether + will always appear blue, but if you get blue tether first you do still tether it with orange. This second tether you have very little time to reach it, so you need the 4 in charge of tethering to get it very quickly to stun it again. If you don’t hit the second tether the damage phase immediately ends and the encounter rotation starts over, but if you do hit the second tether the boss will drop to the ground and it’s weakpoint will be exposed.
For a few seconds it will wander around, you can shoot it now but you should use this time for everyone to position themselves in front of the boss relatives to it’s legs, as the direction it’s legs are facing is where it will actually face when it jumps in the air. When it jumps in the air is when you want to be putting as much damage as possible in it. Have Titan pop bubble for weapons of light somewhat back but in front of the boss, then toss void grenades with Oppressive Darkness at it to give some increased damage. Snipers are best for this (if you don’t have Divinity), preferably Whisper of the Worm as you can hit it’s critical point fairly easily as it isn’t moving, allowing you to continually shoot it.
After a short time, it will drop to the ground and the entire thing starts over, with you needing to deposit motes again. The Confluxes will move to new locations, so be aware that they might change spots so your tether and deposit points will change.
Be aware that if some enemies sacrifice it isn’t immediately the end of a run. You can have 3 sacrifices max on one tower (though you should aim for 0) and you can still tether the boss if some enemies have tethered. If you’re near the end of getting the second set of motes and you miss a sacrifice it isn’t worth trying to send someone for more motes, as the boss can start the tether phase while the person is on the island and makes getting them back more annoying. If you break it’s weak points while it holds out it’s tether point it will still spawn Cyclops and it will disappear ground pieces after the damage phase is done.
The boss has 4 rotations that it will allow before it enrages and wipes the team. With a not super well set up run with people running whispers or primary snipers it’s a relatively okay 3 phase. With a better setup and good timing it’s a good 2 phase. Once the boss health is drained it will immediately die, there isn’t any form of final stand for this boss. Head into the newly opened hole in the ground to get your final piece of loot.
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