Forum:The Black Garden (Twisted Fate): Difference between revisions

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{{Article quote|The [[Black Garden|Garden]] calls out to you.}}
{{Article quote|The [[Black Garden|Garden]] calls out to you.}}


'''The Black Garden''' is the first [[Raid]] in ''[[Forum:Destiny: Twisted Fate|Destiny: Twisted Fate]]''. After conquering [[Forum:Atheon, Time’s Conflux (Twisted Fate)|Atheon]] in the [[Forum:The Vault of Glass (Twisted Fate)|Vault of Glass]], the [[Guardian]]s must push back the [[Darkness]] by invading the mysterious [[Black Garden]] to destroy the [[The Black Heart|dark heart]] within, before a fanatical sect of [[Vex]] can use its power to unleash an unstoppable evil upon the solar system.
'''The Black Garden''' is the first [[Raid]] in ''[[Forum:Destiny: Twisted Fate|Destiny: Twisted Fate]]''. After conquering [[Forum:Atheon, Time's Conflux (Twisted Fate)|Atheon]] in the [[Forum:The Vault of Glass (Twisted Fate)|Vault of Glass]], the [[Guardian]]s must push back the [[Darkness]] by invading the mysterious [[Black Garden]] to destroy the [[The Black Heart|dark heart]] within, before a fanatical sect of [[Vex]] can use its power to unleash an unstoppable evil upon the solar system.


==Bosses==
==Bosses==
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Upon exiting through the last tunnel, players will arrive onto a cliff overlooking the entirety of the Black Garden, where they will be able to see black tendrils of Darkness rising from the center in the distance. To progress forward, they must jump down into the chasm below them.
Upon exiting through the last tunnel, players will arrive onto a cliff overlooking the entirety of the Black Garden, where they will be able to see black tendrils of Darkness rising from the center in the distance. To progress forward, they must jump down into the chasm below them.


The fireteam will then arrive to a massive, bottomless chamber with several twists and turns. To cross the void they are able to leap across hovering platforms which periodically fade in and out of existence, as well as larger platforms attached to the ceiling of the chamber which don’t disappear. The room gradually and continuously stretches in a downward direction towards a massive cylindrical structure with a portal that the team must reach. While traversing the room, players must also watch out for [[Hobgoblin]]s stationed on the larger platforms, Harpies flying in midair, and occasionally even [[Cyclops]]es floating on their own small platforms off to the sides.
The fireteam will then arrive to a massive, bottomless chamber with several twists and turns. To cross the void they are able to leap across hovering platforms which periodically fade in and out of existence, as well as larger platforms attached to the ceiling of the chamber which don't disappear. The room gradually and continuously stretches in a downward direction towards a massive cylindrical structure with a portal that the team must reach. While traversing the room, players must also watch out for [[Hobgoblin]]s stationed on the larger platforms, Harpies flying in midair, and occasionally even [[Cyclops]]es floating on their own small platforms off to the sides.


===Survive the Consecrated Mind===
===Survive the Consecrated Mind===
After crossing through the portal, players will arrive into a large open arena containing the [[Forum:Consecrated Mind, Sol Progeny (Twisted Fate)|Consecrated Mind]] of the [[Forum:Sol Progeny (Twisted Fate)|Sol Progeny]]. The boss will not initially attack when players enter the arena, and instead can be seen doing....''something'' to a Minotaur in the center of the room. Upon entering, a shieldless Hydra distinguishable with their white chassis known as an [[Forum:Angelic (Twisted Fate)|Angelic]] will spawn in either one of several different spots across the room. When this Hydra is killed, the barrier at the back right corner of the arena blocking off the next area will disappear, and the Consecrated Mind will then turn its attention to the intruding Guardians.
After crossing through the portal, players will arrive into a large open arena containing the [[Forum:Consecrated Mind, Sol Progeny (Twisted Fate)|Consecrated Mind]] of the [[Forum:Sol Progeny (Twisted Fate)|Sol Progeny]]. The boss will not initially attack when players enter the arena, and instead can be seen doing....''something'' to a Minotaur in the center of the room. Upon entering, a shieldless Hydra distinguishable with their white chassis known as an [[Forum:Angelic (Twisted Fate)|Angelic]] will spawn in either one of several different spots across the room. When this Hydra is killed, the barrier at the back right corner of the arena blocking off the next area will disappear, and the Consecrated Mind will then turn its attention to the intruding Guardians.


As the battle starts, the players must split into two teams of three; one team stays behind with the boss while the other proceeds ahead through the room that was blocked off by the barrier at the start. The team staying in the room with the boss will have the objective of ensuring that the entire fireteam doesn’t die. The Consecrated Mind will be invulnerable to all damage as it moves around the room, occasionally pausing to unleash a barrage of lasers from its [[Slap Rifle]]s. As it does this, continuous waves of enemies will spawn, including [[Forum:Finalizer (Twisted Fate)|Finalizer]]s, which are special [[Fanatic]]s that glow and sparkle green. If a player is caught in a Finalizer’s explosion or steps into the pool of radiolaria left behind, they will receive the Mark of Negation debuff and only have a few seconds before they are killed instantly by the Consecrated Mind’s Ritual of Negation.  
As the battle starts, the players must split into two teams of three; one team stays behind with the boss while the other proceeds ahead through the room that was blocked off by the barrier at the start. The team staying in the room with the boss will have the objective of ensuring that the entire fireteam doesn't die. The Consecrated Mind will be invulnerable to all damage as it moves around the room, occasionally pausing to unleash a barrage of lasers from its [[Slap Rifle]]s. As it does this, continuous waves of enemies will spawn, including [[Forum:Finalizer (Twisted Fate)|Finalizer]]s, which are special [[Fanatic]]s that glow and sparkle green. If a player is caught in a Finalizer's explosion or steps into the pool of radiolaria left behind, they will receive the Mark of Negation debuff and only have a few seconds before they are killed instantly by the Consecrated Mind's Ritual of Negation.  


The Consecrated Mind will also routinely summon a Voltaic Charge, which will resemble a small [[Conflux]]. A player must run over to the Voltaic Charge, where it will be absorbed into the Guardian’s body and they will be afflicted with the Voltaic Overflow debuff, which lasts for approximately twenty minutes. If no player has run over to a Voltaic Charge to absorb it in time, it will explode, wiping out the entire fireteam. After receiving the debuff, one player cannot pick up another Voltaic Charge until said debuff wears off, meaning it will have to be split evenly between the three teammates. Furthermore, if a player with the Voltaic Overflow debuff also receives the Mark of Negation from a Finalizer and then is eventually killed by the Ritual, the entire team will also be wiped from the resultant blast.
The Consecrated Mind will also routinely summon a Voltaic Charge, which will resemble a small [[Conflux]]. A player must run over to the Voltaic Charge, where it will be absorbed into the Guardian's body and they will be afflicted with the Voltaic Overflow debuff, which lasts for approximately twenty minutes. If no player has run over to a Voltaic Charge to absorb it in time, it will explode, wiping out the entire fireteam. After receiving the debuff, one player cannot pick up another Voltaic Charge until said debuff wears off, meaning it will have to be split evenly between the three teammates. Furthermore, if a player with the Voltaic Overflow debuff also receives the Mark of Negation from a Finalizer and then is eventually killed by the Ritual, the entire team will also be wiped from the resultant blast.


Second team in the next room, meanwhile, must progress through a large passageway loaded with enemies, including Champions, Supplicants and more Fanatics. At the end of the room will be another barrier blocking the way forward along with an Angelic guarding it. The Angelic will be surrounded by a spherical shield that will only lower when all of the ads in the chamber have been killed. Once this is done, the Angelic itself must be destroyed to lower the barrier.
Second team in the next room, meanwhile, must progress through a large passageway loaded with enemies, including Champions, Supplicants and more Fanatics. At the end of the room will be another barrier blocking the way forward along with an Angelic guarding it. The Angelic will be surrounded by a spherical shield that will only lower when all of the ads in the chamber have been killed. Once this is done, the Angelic itself must be destroyed to lower the barrier.


Once the barrier lowers, the Consecrated Mind will teleport into the next room. At this point the team’s roles will have to be switched; one team stays behind with the boss to collect its Voltaic Charges, the other pushes forward and defeats the Angelic to unlock the barrier to the next room. This process will repeat for several times with the team roles changing each time.
Once the barrier lowers, the Consecrated Mind will teleport into the next room. At this point the team's roles will have to be switched; one team stays behind with the boss to collect its Voltaic Charges, the other pushes forward and defeats the Angelic to unlock the barrier to the next room. This process will repeat for several times with the team roles changing each time.


Finally, all six team members will reunite at the penultimate room for the encounter, however the boss will not appear. Instead, there will be three barriers blocking progression into the next room and a massive horde of Vex ads, including Finalizers. There are three Angelics scattered across this room, and killing them will lower all three of the barriers, and the team will progress into the final room for this encounter.
Finally, all six team members will reunite at the penultimate room for the encounter, however the boss will not appear. Instead, there will be three barriers blocking progression into the next room and a massive horde of Vex ads, including Finalizers. There are three Angelics scattered across this room, and killing them will lower all three of the barriers, and the team will progress into the final room for this encounter.
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Once more, the players will have to split into two teams of three; one team stays in the center relay with the boss, while the other will be prompted to head to one of the four relays, which will be indicated by a white beam of light shooting up from the designated conflux.  
Once more, the players will have to split into two teams of three; one team stays in the center relay with the boss, while the other will be prompted to head to one of the four relays, which will be indicated by a white beam of light shooting up from the designated conflux.  


At the indicated relay the second team must head to, Vex will once again attempt to sacrifice themselves to it, although this time they will be surrounded by immunity shields. A Major Minotaur, indicated by its glowing white aura, will also spawn at the start of the encounter. This Minotaur must be killed for it to drop an orb of [[Arc]] energy that must be carried and deposited to the target Conflux. Doing so will cause it to emit a pulse of light that will bestow the 'Enlightened’ buff to any nearby players, allowing their weapons to break through the shields of the encroaching Vex and kill them. This buff will last only for 10 minutes, which is helped only by that the Minotaur needed to acquire it will constantly respawn. Angelics will also occasionally spawn among the continuous waves of Vex, as well as swarms of Supplicants from the sides pathways, both of which needing to be destroyed.
At the indicated relay the second team must head to, Vex will once again attempt to sacrifice themselves to it, although this time they will be surrounded by immunity shields. A Major Minotaur, indicated by its glowing white aura, will also spawn at the start of the encounter. This Minotaur must be killed for it to drop an orb of [[Arc]] energy that must be carried and deposited to the target Conflux. Doing so will cause it to emit a pulse of light that will bestow the 'Enlightened' buff to any nearby players, allowing their weapons to break through the shields of the encroaching Vex and kill them. This buff will last only for 10 minutes, which is helped only by that the Minotaur needed to acquire it will constantly respawn. Angelics will also occasionally spawn among the continuous waves of Vex, as well as swarms of Supplicants from the sides pathways, both of which needing to be destroyed.


Meanwhile, the first team will be forced to fight off several waves of enemies, all the while evading the boss’ occasional barrage of laser fire. After some time it will once again create a Voltaic Charge, and one player must run over to it. This time, however, the moment a Guardian touches it they will be Detained. The boss will then float over to the detained Guardian and open up all of its fins, revealing six glowing eyes on them, three of the eyes being colored red and the other three blue. The detained player will only be able to see either the red or blue cluster of eyes, while any other player will see all six lit up. The detained player must call out which set of eyes they see to shoot at (either red or blue), and if they are not shot in time, or if the wrong eyes are hit, the trapped Guardian will die. After its eyes have been fired at enough, the Harpy will teleport some distance away to another part of the relay, and an Elite Minotaur will spawn along with a squadron of Finalizers. Players will acquire the Voltaic Overflow debuff after entering the Charge, and cannot do so again for as long as they still have the debuff.
Meanwhile, the first team will be forced to fight off several waves of enemies, all the while evading the boss' occasional barrage of laser fire. After some time it will once again create a Voltaic Charge, and one player must run over to it. This time, however, the moment a Guardian touches it they will be Detained. The boss will then float over to the detained Guardian and open up all of its fins, revealing six glowing eyes on them, three of the eyes being colored red and the other three blue. The detained player will only be able to see either the red or blue cluster of eyes, while any other player will see all six lit up. The detained player must call out which set of eyes they see to shoot at (either red or blue), and if they are not shot in time, or if the wrong eyes are hit, the trapped Guardian will die. After its eyes have been fired at enough, the Harpy will teleport some distance away to another part of the relay, and an Elite Minotaur will spawn along with a squadron of Finalizers. Players will acquire the Voltaic Overflow debuff after entering the Charge, and cannot do so again for as long as they still have the debuff.


When enough Arc charges are deposited into the Conflux, the boss will immediately head over to it, and the first team must follow. Once reaching the conflux, the Harpy’s fins will once again open up, with all of its eyes, including the center one, will glow a bright blue. All six players must shoot at the eyes on the fins, or else after some time they will all be wiped. When this is done, the boss’ core will be exposed. Now being vulnerable to damage, the Consecrated Mind will teleport back to the center relay, and the fireteam must immediately run back to it as well. There, the boss will remain stationary as it repeatedly summons Oracles around the relay along with continuous waves of Vex. Players must deal as much damage to the boss as they possibly can while fending off the adds and destroying any Oracle that appears. After some time, the boss will become immune to all damage once more, and the entire process will repeat until it has been killed.
When enough Arc charges are deposited into the Conflux, the boss will immediately head over to it, and the first team must follow. Once reaching the conflux, the Harpy's fins will once again open up, with all of its eyes, including the center one, will glow a bright blue. All six players must shoot at the eyes on the fins, or else after some time they will all be wiped. When this is done, the boss' core will be exposed. Now being vulnerable to damage, the Consecrated Mind will teleport back to the center relay, and the fireteam must immediately run back to it as well. There, the boss will remain stationary as it repeatedly summons Oracles around the relay along with continuous waves of Vex. Players must deal as much damage to the boss as they possibly can while fending off the adds and destroying any Oracle that appears. After some time, the boss will become immune to all damage once more, and the entire process will repeat until it has been killed.


===Conquer the Sanctified Minds===
===Conquer the Sanctified Minds===
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The players will split into three teams of two; one to the left relay to combat the Eschaton Mind (the Builder team), one to the right to combat the Imminent Mind (the Gunner team), but the third will stay in the center to defend a Conflux from hordes of Vex attempting to sacrifice themselves to it (the Defender team). Like in the previous encounter these Vex will be surrounded by immunity shields. To destroy them, the players must kill a glowing Major Minotaur, which will drop an Arc charge that must be delivered to the Conflux to receive the Enlightened buff needed to destroy the Vex. There will also be plenty of cover available around the conflux, and it will be needed as you try to defend the conflux while the Primeval Mind snipes at players from its spot.
The players will split into three teams of two; one to the left relay to combat the Eschaton Mind (the Builder team), one to the right to combat the Imminent Mind (the Gunner team), but the third will stay in the center to defend a Conflux from hordes of Vex attempting to sacrifice themselves to it (the Defender team). Like in the previous encounter these Vex will be surrounded by immunity shields. To destroy them, the players must kill a glowing Major Minotaur, which will drop an Arc charge that must be delivered to the Conflux to receive the Enlightened buff needed to destroy the Vex. There will also be plenty of cover available around the conflux, and it will be needed as you try to defend the conflux while the Primeval Mind snipes at players from its spot.


The Builder team will be tasked with standing on and guarding a large Sync Plate in the center of their relay, which will begin to assemble a large Spire in the center of the arena. While doing so, they must prevent squadrons of Vex from securing the plate from them, which will lock it down and undo the progress of the spire’s formation. The Eschaton Mind will also lay into the players with Slap Rifle fire which they need to avoid, and will occasionally Detain them, which they can break free of by shooting the suppression field encasing them. The Builder team must continue to hold down their sync plate until the Defender team deposits enough Arc charges into their conflux.
The Builder team will be tasked with standing on and guarding a large Sync Plate in the center of their relay, which will begin to assemble a large Spire in the center of the arena. While doing so, they must prevent squadrons of Vex from securing the plate from them, which will lock it down and undo the progress of the spire's formation. The Eschaton Mind will also lay into the players with Slap Rifle fire which they need to avoid, and will occasionally Detain them, which they can break free of by shooting the suppression field encasing them. The Builder team must continue to hold down their sync plate until the Defender team deposits enough Arc charges into their conflux.


The Gunner team, meanwhile, must shoot down endless Vex reinforcements as Oracles periodically spawn around their relay, which if not destroyed in time will wipe out the entire fireteam. Among the waves of enemies will spawn swarms of Supplicants, which will not only overwhelm the Gunner team if they aren’t killed quickly but will also rush towards the Conflux and eastern relay to eliminate the Guardians stationed there. Angelics will also routinely spawn, and unless all of the enemies in their relay are destroyed in time their shields will be impenetrable. Upon spawning the Angelic will attempt to head over to either the Conflux or the Builder team’s sync plate, and when they reach their destination they will envelop it in a suppression field that will deal tremendous damage to any player that attempts to step through. Angelics near the Conflux will attempt to sacrifice themselves to it, and upon doing so, all fireteam members will be afflicted with the 'Expungement’ debuff and will be wiped shortly after. This means that it is imperative that the Gunners prioritize the Angelic’s destruction as soon as one appears.
The Gunner team, meanwhile, must shoot down endless Vex reinforcements as Oracles periodically spawn around their relay, which if not destroyed in time will wipe out the entire fireteam. Among the waves of enemies will spawn swarms of Supplicants, which will not only overwhelm the Gunner team if they aren't killed quickly but will also rush towards the Conflux and eastern relay to eliminate the Guardians stationed there. Angelics will also routinely spawn, and unless all of the enemies in their relay are destroyed in time their shields will be impenetrable. Upon spawning the Angelic will attempt to head over to either the Conflux or the Builder team's sync plate, and when they reach their destination they will envelop it in a suppression field that will deal tremendous damage to any player that attempts to step through. Angelics near the Conflux will attempt to sacrifice themselves to it, and upon doing so, all fireteam members will be afflicted with the 'Expungement' debuff and will be wiped shortly after. This means that it is imperative that the Gunners prioritize the Angelic's destruction as soon as one appears.


Once enough Arc charges have been deposited within the Defender team’s Conflux, all three of the Sanctified Minds will begin casting an attack that will wipe all six players in a few seconds. As this happens, a Major Harpy with a purple aura will spawn, and it must be destroyed for it to drop several [[Void]] charges. All of these charges must be picked up and thrown at the hole-like opening in the center of the spire, which will disable the Sanctified Minds’ wipe attack and leave them vulnerable to damage. The players have a few minutes at most to unload as much damage as they can onto the three Minotaurs before they become invulnerable again, and the entire process must repeat.  
Once enough Arc charges have been deposited within the Defender team's Conflux, all three of the Sanctified Minds will begin casting an attack that will wipe all six players in a few seconds. As this happens, a Major Harpy with a purple aura will spawn, and it must be destroyed for it to drop several [[Void]] charges. All of these charges must be picked up and thrown at the hole-like opening in the center of the spire, which will disable the Sanctified Minds' wipe attack and leave them vulnerable to damage. The players have a few minutes at most to unload as much damage as they can onto the three Minotaurs before they become invulnerable again, and the entire process must repeat.  


It should be noted, however, that if the Builder team have not finished fully assembling the spire by the time the Conflux has been filled up, then the encounter will fail as all players are wiped.
It should be noted, however, that if the Builder team have not finished fully assembling the spire by the time the Conflux has been filled up, then the encounter will fail as all players are wiped.


Once at least two of the Minds have been destroyed, the final one remaining will be open to all damage, and if it is not killed in time it will afflict all players with the 'Ritual of Annihilation’ debuff, which will kill them instantly after some time. Once all three of the Sanctified Minds have been destroyed, a chest will spawn in at the Conflux area as a reward for finishing the encounter.
Once at least two of the Minds have been destroyed, the final one remaining will be open to all damage, and if it is not killed in time it will afflict all players with the 'Ritual of Annihilation' debuff, which will kill them instantly after some time. Once all three of the Sanctified Minds have been destroyed, a chest will spawn in at the Conflux area as a reward for finishing the encounter.


===Destroy the Black Heart===
===Destroy the Black Heart===
In order for the final encounter to begin, players must shoot the Black Heart hovering above the arena. When shot, the prism-like structure around the entity will break apart and fall as pieces into the Radiolarian sea, and it will slowly expand and descend into the arena. Now, the final fight has begun.
In order for the final encounter to begin, players must shoot the Black Heart hovering above the arena. When shot, the prism-like structure around the entity will break apart and fall as pieces into the Radiolarian sea, and it will slowly expand and descend into the arena. Now, the final fight has begun.


As the battle begins, the Black Heart will inflict all players with the 'Mark of the Void’ debuff, which will slowly overtake their screens with darkness and then eventually kill them. The Heart will also occasionally form puddles of darkness on various spots around the arena, which slow down any Guardians caught in it and increase the speed of the buff on them. An Angelic will also spawn at the start of the encounter, and killing it will cause two glowing pools of light to appear on the sides of the boss. Shooting either of these pools will cause a Warp Gate to appear on the corresponding side of the arena.  
As the battle begins, the Black Heart will inflict all players with the 'Mark of the Void' debuff, which will slowly overtake their screens with darkness and then eventually kill them. The Heart will also occasionally form puddles of darkness on various spots around the arena, which slow down any Guardians caught in it and increase the speed of the buff on them. An Angelic will also spawn at the start of the encounter, and killing it will cause two glowing pools of light to appear on the sides of the boss. Shooting either of these pools will cause a Warp Gate to appear on the corresponding side of the arena.  


The fireteam must once again split into two teams of three; one stays with the boss and the other will head through both of the portals, one after the other. Once the second team goes through one of the gates, it will close behind them as they are transported to an area of the encounter, disconnected and far away from the main arena. Here, they must fight through a horde of Vex, including Cyclopses, Fanatics and Champions in order to reach a relay with a black Conflux-like structure in the middle. The dark conflux is surrounded by a suppression field and guarded by ''two'' Angelics, both of which must be destroyed to lower the field. The team then must focus all fire they have on the dark conflux itself to destroy it, where it will then explode into a pillar of white light and leave behind several Motes of Light for the team to pick up. Destroying either of the conflux will also temporarily delay the effects of the 'Mark of the Void’.
The fireteam must once again split into two teams of three; one stays with the boss and the other will head through both of the portals, one after the other. Once the second team goes through one of the gates, it will close behind them as they are transported to an area of the encounter, disconnected and far away from the main arena. Here, they must fight through a horde of Vex, including Cyclopses, Fanatics and Champions in order to reach a relay with a black Conflux-like structure in the middle. The dark conflux is surrounded by a suppression field and guarded by ''two'' Angelics, both of which must be destroyed to lower the field. The team then must focus all fire they have on the dark conflux itself to destroy it, where it will then explode into a pillar of white light and leave behind several Motes of Light for the team to pick up. Destroying either of the conflux will also temporarily delay the effects of the 'Mark of the Void'.


The first team meanwhile, will have to fend off several waves of Supplicants which spawn from the center of the map, as well as destroy any Angelics that appear. The second team must call out when they have destroyed either of the dark confluxes in order for the team to re-open the gate they went through by shooting the Black Heart’s light pool on the corresponding side.
The first team meanwhile, will have to fend off several waves of Supplicants which spawn from the center of the map, as well as destroy any Angelics that appear. The second team must call out when they have destroyed either of the dark confluxes in order for the team to re-open the gate they went through by shooting the Black Heart's light pool on the corresponding side.


Once both of the dark confluxes have been destroyed and all of their Motes collected, the second team is required to deposit all of them into a glowing white Conflux which will appear in one of several different spots around the main arena. Doing so will cause a massive pool of Light to materialize around it as the message ''”the Black Heart’s power weakens.”'' appears. Standing within the pool of Light will remove the 'Mark of the Void’ debuff. The fireteam must fire at the boss until the Light pool dissipates, forcing the process to repeat again. Waves of Supplicants will also spawn during the damage phase, and must be quickly dealt with before they come too close. If any Motes of Light had not been collected before the damage phase, then the whole encounter will fail.
Once both of the dark confluxes have been destroyed and all of their Motes collected, the second team is required to deposit all of them into a glowing white Conflux which will appear in one of several different spots around the main arena. Doing so will cause a massive pool of Light to materialize around it as the message ''”the Black Heart's power weakens.”'' appears. Standing within the pool of Light will remove the 'Mark of the Void' debuff. The fireteam must fire at the boss until the Light pool dissipates, forcing the process to repeat again. Waves of Supplicants will also spawn during the damage phase, and must be quickly dealt with before they come too close. If any Motes of Light had not been collected before the damage phase, then the whole encounter will fail.


Once the boss’ health has been fully depleted, it will slowly shrink as rays of white light erupt out from it before exploding. The sea of Radiolaria will then drain as one last chest appears in the center of the arena, signifying the end of the final encounter and the completion of the Black Garden Raid.
Once the boss' health has been fully depleted, it will slowly shrink as rays of white light erupt out from it before exploding. The sea of Radiolaria will then drain as one last chest appears in the center of the arena, signifying the end of the final encounter and the completion of the Black Garden Raid.


==Unique Enemies==
==Unique Enemies==
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==Trivia==
==Trivia==
* The Black Garden Raid is a mix of canon Destiny’s [[Garden of Salvation]] and [[Vault of Glass (raid)|Vault of Glass]] Raids, as well as the [[The Black Garden|Black Garden]] final mission of vanilla Destiny.
* The Black Garden Raid is a mix of canon Destiny's [[Garden of Salvation]] and [[Vault of Glass (raid)|Vault of Glass]] Raids, as well as the [[The Black Garden|Black Garden]] final mission of vanilla Destiny.


==List of Appearances==
==List of Appearances==