"Eris Morn traced the Unknown Artifact's signal to its source — the Black Garden itself, birthplace of the Vex. Two Minds wait within, exalted by a shard of the Pyramid and bound to something far older than the Vex Network. Six Guardians enter the Garden to silence them both."
The Garden does not welcome trespassers. Consecrated Mind drifts through the Embrace on a current of its own making, sealing the way behind it with barriers of Vex light. To outrun a god of the Network, the Fireteam must learn to read the Garden's rhythm — open the path before it closes, and never stop moving forward.
The goal of Evade is to push through four rooms and out into an open field beyond, staying ahead of Consecrated Mind as it teleports room to room. Each door needs 3–4 players standing near the Vex box to tether it open — kill the Angelic guarding the box first, then chain the tether to the lock. Split into three teams of two. Team 1 anchors the starting room managing Voltaic Overflow while Teams 2 and 3 advance together to tether open the first door, then push through together to tether open the second door. After door 2 opens, Team 2 holds Room 2 and Team 3 holds Room 3. When the boss teleports to Room 2, Team 1 leapfrogs all the way to Room 3, and Team 2 babysits the boss. When the boss then moves to Room 3, Team 2 joins Teams 1 and 3 — Teams 1 and 2 tether the Room 3 exit door while Team 3 babysits. Once the boss teleports away, all six push into Room 4, kill the Angelic, and tether the three-lock final door one box at a time before sprinting to the end.
Once the final door opens, the whole team sprints down the path together — Consecrated Mind teleports to platforms three times during the run, dropping Voltaic Overflow each time that must be collected before it wipes the team.
Deep in the Undergrowth, four relays stand at the corners of a clearing the Vex have claimed as their own. To call Consecrated Mind back into being, the Fireteam must hold this ground against everything the Garden throws at it — there is no trick to learn here, only the will to endure.
The goal of Summon is to charge four corner confluxes, then hold a fifth in the center until Consecrated Mind is called forth. The arena has four named corners — Home, Top, Left, and Right — each with a conflux, a tether box, and a portal. Two players anchor Home while the other four rotate clockwise to charge Left, Top, and Right in sequence, with two designated floaters helping tether each conflux before moving on. Each conflux defender stays put once their corner is charged.
Once all four confluxes are active, enemy waves begin. Any Vex left alive near a conflux will walk up and sacrifice themselves to it — if enough sacrifice, the encounter wipes. Kill everything near your conflux before it reaches the tether point. After each wave the prompt "Undergrowth subsides" appears — use this window to portal to Home or Top and retether to refresh the Enlightened buff. When all twelve Angelics across the four corners are cleared, the center barrier falls and everyone converges on the final conflux.
Map credit: Rayly
Consecrated Mind has seen enough of the Garden's intruders to know fear, in whatever way a Vex construct can know it. It hides behind a wall of false eyes, daring the Fireteam to guess correctly — and punishing those who don't. Feed the relay, draw the Mind out, and read its eyes true.
The goal of Defeat is to bank 30 motes to draw Consecrated Mind into a damage phase, then destroy its exposed core. The team splits into a Mote Team of 2 and an Eye Team of 4. Mote Team kills Minotaurs and deposits at the active relay — always keeping one player defending the relay so Vex can't sacrifice at it. Eye Team stays in the middle, clears adds, and handles the Voltaic Overflow mechanic each time the boss extends its wings.
Once 30 motes are banked, the boss is drawn to the relay. All players follow, destroy every eye to expose the core, then damage it while chasing the boss back to the center. A Vex wall spawns near the relay as the boss retreats — if you stay back, you get cut off. Keep moving. Mechanics reset at center and the cycle repeats until the boss is dead.
Map credit: Rayly
Orange circles = Outer Eyes · Blue circles = Inner Eyes · Shoot only the glowing set
What was Consecrated has been remade, exalted by something far older than the Vex Network — a shard of the Pyramid's will given root in the Black Garden. Sanctified Mind floats above an arena unmaking itself piece by piece. Feed both relays, snap its tether true, and bring it down before the floor runs out.
The goal of Sanctified is to bank 30 motes into both the blue and red relay, then use those relays to tether the boss's plus-sign weak points in the correct sequence to force a damage phase. The arena has two side islands — Blue / Left and Red / Right — accessed by portals opened one at a time by destroying the boss's knee (blue) or shoulder (red). Three pairs split the work: two Mote Teams rotate through the portals collecting motes, and a Platform Team holds the arena, defends the relays, and rebuilds destroyed platforms.
Once both relays are fully charged, Sanctified Mind shows a blue or red plus sign. Tether it with the matching relay, then immediately switch to the opposite relay and tether the second sign. Breaking both opens a damage window on its exposed stomach.
Blue / Left Island · Red / Right Island · Confluxes shown by color