Shadowkeep  ·  Black Garden  ·  Raid Guide

Garden of Salvation Enlightened

"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."

Players 6
Location Black Garden
Encounters 4
Exotic Divinity
Seal Enlightened
Encounters
01
Evade Consecrated Mind
Tether the gates · Outrun the Mind
02
Summon Consecrated Mind
Hold the relays · Draw it out
03
Defeat Consecrated Mind
Break the eyes · Burn the core
04
Defeat Sanctified Mind
Fill the relays · Tether the boss
Loot Table
1st Encounter
Evade Consecrated Mind
Fusion Rifle
Rapid-Fire Frame · 533 Charge Time
Combat Bow
Precision Frame
Legs
2nd Encounter
Summon Consecrated Mind
Shotgun
Precision Frame · 65 RPM
Auto Rifle
Rapid-Fire Frame · 720 RPM
Arms
3rd Encounter
Defeat Consecrated Mind
Hand Cannon
Adaptive Frame · 140 RPM
Pulse Rifle
Aggressive Burst · 450 RPM
Chest
4th Encounter
Defeat Sanctified Mind
Sniper Rifle
Rapid-Fire Frame · 140 RPM
Exotic Trace Rifle
Drops from the extra final chest after completing all puzzles in the same instance.
Exotic Catalyst
Comes from the final boss or Pantheon, not the puzzle chest.
Helm Class Item
Armor Perks
Origin Trait
Photoinhibition
This weapon deals bonus damage to combatant shields and targets with overshields. Breaking a combatant's shield disorients them; breaking an energy-matched shield also disorients nearby combatants.
2 Piece Set Bonus
Network Admin
Being near allies creates a relay network that gives the wearer improved handling and reload speed. Being near other allied Network Admins additionally grants the wearer a bonus to Health stat.
4 Piece Set Bonus
Network Upload
Weapon final blows grant the wearer and nearby allies melee energy.
01
Evade
Garden of Salvation · Black Garden · Embrace

Evade Consecrated Mind

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.

3 teams of 2 Room rotation Voltaic Overflow on a timer Overload Minotaurs
Overview

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.

Voltaic Overflow wipes the team if ignored Every time the boss drops a Voltaic Overflow and nobody picks it up, it detonates and kills everyone. Always have someone free to grab it.
Picking up a second Overflow kills you — but can save the team Picking up a second Voltaic while your timer is still running kills you instantly. In an emergency during the final sprint, a player can intentionally sacrifice themselves this way to absorb the overflow and prevent a full team wipe.
Roles
Team 1 — 2 players
Stays in the starting room, kills adds, and picks up any Voltaic Overflow the boss drops. When the boss teleports to Room 2, Team 1 moves all the way up to Room 3.
Team 2 — 2 players
Advances with Team 3 to tether open both the first and second Vex doors, then holds Room 2 while Team 3 holds Room 3. When the boss teleports to Room 2, Team 2 babysits it. When the boss then teleports to Room 3, Team 2 moves up to help tether the final door.
Team 3 — 2 players
Advances with Team 2 to tether open both the first and second Vex doors, then holds Room 3, clearing the Overload Minotaur and Angelic. Babysits the boss in Room 3 while Teams 1 and 2 tether the final door, then joins the full team for the sprint once the boss teleports away.
Call your Overflow timer Only one player per team needs to grab each Overflow, but both players need to know who has the debuff so the other is ready for the next one. Call it out on comms.
Step-by-Step Flow
00 Start
  1. 1
    Split into three teams of two. Team 1 stays back. Teams 2 and 3 advance to the first Vex door — tethering it open starts the encounter.
  2. 2
    Teams 2 and 3 advance into Room 2. Kill adds and the Overload Minotaur — its death spawns an Angelic. Kill the Angelic to unlock the Vex box, then both teams tether to the second door to open it. Team 2 stays in Room 2.
  3. 3
    Team 3 advances into Room 3. Kill adds, the Overload Minotaur, and the Angelic when it spawns.
01 Boss teleports to Room 2
  1. 4
    When Consecrated Mind teleports into Room 2, Team 1 moves all the way up to Room 3 to join Team 3.
  2. 5
    Team 2 babysits the boss in Room 2, picking up any Voltaic Overflow it drops.
  3. 6
    Teams 1 and 3 continue clearing Room 3 — adds, the Overload Minotaur, and the Angelic when it spawns.
02 Boss teleports to Room 3 — tether the Room 3 exit door
  1. 7
    When Consecrated Mind teleports into Room 3, Team 2 moves up to join Teams 1 and 3.
  2. 8
    Teams 1 and 2 tether the exit door at the end of Room 3 to open it.
  3. 9
    Team 3 babysits Consecrated Mind during this time, picking up any Voltaic Overflow it drops.
  4. 10
    When the boss teleports away from Room 3, Team 3 joins everyone else.
03 Room 4 — tether the final door
  1. 11
    All six players advance into Room 4. Kill the Angelic — its death unlocks the three Vex boxes.
  2. 12
    Tether each of the three Vex boxes to the final door one at a time to open it. All available players should be on the boxes.
04 The final sprint
  1. 13
    When the final door opens, everyone runs down the path together, killing or avoiding Cyclops and adds along the way.
  2. 14
    Consecrated Mind will teleport to a platform three times during the sprint and drop a Voltaic Overflow each time. Someone must pick it up before it detonates.
  3. 15
    If nobody free of a timer can reach the Overflow in time, a player with an active timer can sacrifice themselves to absorb it — this kills that player but prevents a team wipe.
  4. 16
    After the third Overflow is picked up, reach the final platform to end the encounter.
Things to Watch For
Priority kills
  • Angelics — must die before each Vex box can be tethered.
  • Overload Minotaurs — present in each room; stagger with Overload Rounds before committing damage.
Watch for
  • Voltaic Overflow — always know who on your team is free to grab the next one.
  • Boss teleport cues — when the boss moves, the rotation shifts; react immediately.
  • The sprint — three Overflows in quick succession; be ready for a sacrifice pickup if timers overlap.
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02
Summon
Garden of Salvation · Black Garden · Undergrowth · Top / Left / Right / Home

Summon Consecrated Mind

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.

2 floaters · 4 defenders Enlightened buff Rebuff each wave Barrier Hobgoblins
Overview

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.

Barrier Hobgoblins heal through normal damage These Hobgoblins throw up a shield that only Anti-Barrier Rounds can break. Without them, the Hobgoblin just heals back up.
Enlightened is your only answer to white shields White-shielded enemies can't be damaged normally. A single shot while Enlightened pops them instantly — the buff comes from tethering a conflux box. Refresh it every "Undergrowth subsides" window.
Vex sacrificing at a conflux will wipe the team Any Vex that reaches an uncontested conflux will sacrifice itself to it. If enough sacrifice, the encounter fails. Never let adds pile up near your conflux uncontested — clear them before they reach the tether point.
Arena Map
Garden of Salvation Encounter 2/3 Map

Map credit: Rayly

Roles
Home — 1 player
Stays at Home for the entire encounter. Tethers the Home conflux with the Home/Left floater at the start, then defends it. During "Undergrowth subsides" windows, the Left player and Home/Left floater portal back to Home — all three retether together to rebuff.
Left — 1 player
Rotates clockwise with the group. Tethers Left conflux with one other player, then stays to defend it. During "Undergrowth subsides" windows, portals to Home with the Home/Left floater to rebuff, then returns to Left.
Top — 1 player
Rotates clockwise. Tethers Top conflux with the Top/Right floater, then stays to defend it. During "Undergrowth subsides" windows, the Right player and Top/Right floater portal to Top — all three retether together to rebuff.
Right — 1 player
Pushes furthest clockwise. Tethers Right conflux with the Top/Right floater, then stays to defend it. During "Undergrowth subsides" windows, portals to Top with the Top/Right floater to rebuff, then returns to Right.
Home/Left Floater — 1 player
Helps tether Home with the Home player at the start, then rotates clockwise with the group and helps tether Left with the Left player. After Left is charged, floats between Home and Left — portaling back to Home during "Undergrowth subsides" to help rebuff both corners.
Top/Right Floater — 1 player
Rotates clockwise with the group. Helps Top tether their conflux, then pushes on to help Right tether theirs. After Right is charged, floats between Top and Right — portaling to Top during "Undergrowth subsides" to help rebuff both corners.
Portals are critical for rebuffing Each charged conflux opens a portal at the corner. During every "Undergrowth subsides" window, Left and the Home/Left floater portal to Home; Right and the Top/Right floater portal to Top. Retether, rebuff, then return to your conflux before the next wave hits.
Step-by-Step Flow
00 Start the encounter
  1. 1
    Kill the three Goblins in the center before they upload to start the encounter.
  2. 2
    Home player and Home/Left floater tether the Home conflux. Everyone else rotates clockwise toward Left.
01 Charge the confluxes
  1. 3
    At Left, clear Barrier Hobgoblins and the Angelic. Left player and Home/Left floater tether to charge the conflux. Left player stays. Home/Left floater and the remaining players continue clockwise.
  2. 4
    At Top, clear adds and the Angelic. Top player and Top/Right floater tether to charge the conflux. Top player stays. Top/Right floater and Right player continue clockwise.
  3. 5
    At Right, clear adds and the Angelic. Right player and Top/Right floater tether to charge the conflux. Right player stays. All four confluxes are now active.
02 Defend and rebuff
  1. 6
    Each player defends their conflux against incoming enemies, including white-shielded enemies that only an Enlightened player can damage.
  2. 7
    After each add wave, the prompt "Undergrowth subsides" appears. This is the rebuff window — act immediately.
  3. 8
    Left player and Home/Left floater portal to Home. All three tether the Home conflux box to refresh Enlightened, then Left and the floater return to Left.
  4. 9
    Right player and Top/Right floater portal to Top. All three tether the Top conflux box to refresh Enlightened, then Right and the floater return to Right.
  5. 10
    Once all twelve Angelics across the four corners are cleared, the center barrier falls.
03 Hold the center
  1. 11
    The full team pushes to the center conflux. Kill the Angelic, then tether to charge it.
  2. 12
    Hold against the incoming waves. Retether the center conflux box whenever Enlightened runs out.
  3. 13
    Survive three waves to end the encounter and spawn the loot chest.
The rebuff window is short — move fast "Undergrowth subsides" doesn't last long. Left and Right need to portal, tether, and return before the next wave starts or their conflux will be undefended.
Things to Watch For
Priority kills
  • Vex near the conflux — any enemy that reaches the conflux and sacrifices contributes to a wipe. Kill them before they get there.
  • Angelics — must die to unlock each conflux box.
  • Barrier Hobgoblins — Anti-Barrier Rounds only; normal damage doesn't stick.
  • White-shielded enemies — one shot while Enlightened pops them. Let the buffed player handle these.
Watch for
  • "Undergrowth subsides" — your rebuff window; Left/Home and Right/Top groups must portal and retether immediately.
  • Enlightened expiring — white-shielded enemies become unkillable without it.
  • Undefended confluxes — floaters returning late from a rebuff trip leave a corner exposed.
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03
Defeat
Garden of Salvation · Black Garden · Undergrowth · Top / Left / Right / Home

Defeat Consecrated Mind

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.

2 mote · 4 eyes Eye callout: inner / outer Voltaic Overflow · no pickup = wipe Relay must be defended
Overview

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.

Voltaic Overflow not picked up = team wipe Every time the boss drops a Voltaic Overflow, someone on Eye Team must walk into it. If it sits uncollected, the encounter ends. Eye Team rotates pickups in order: player 1 first, then 2, then 3, then 4.
Vex sacrificing at the relay = wipe A mote player must always be defending the relay. If Vex reach it and sacrifice unchecked, the encounter fails. Never leave the relay empty.
Wrong eyes kill the trapped player The player who picks up Voltaic Overflow gets locked in place. They call out which eye ring is glowing — inner or outer. If the team shoots the wrong set, that player dies.
Arena Map
Garden of Salvation Encounter 2/3 Map

Map credit: Rayly

Eye Reference
Consecrated Mind eye positions — inner and outer rings, top/left/right wings

Orange circles = Outer Eyes  ·  Blue circles = Inner Eyes  ·  Shoot only the glowing set

Roles
Mote Team — 2 players
Kill Minotaurs and deposit motes at the active relay. Alternate: one deposits and stays to defend the relay from Vex while the other hunts the next Minotaur. The relay must never be left undefended.
Eye Team — 4 players (numbered 1–4)
Hold the center of the arena, clear adds, and leave Minotaurs alive for Mote Team. When the boss drops a Voltaic Overflow, the lowest-numbered player without a debuff timer picks it up. After the callout, the team shoots the correct set of eyes to free them.
Snipers and slug shotguns for eyes The eyes are small and the window to shoot them is short. Precision weapons — especially sniper rifles — make it much easier to hit the correct ring consistently.
Step-by-Step Flow
00 Start the encounter
  1. 1
    Tether the Vex box to the center relay to begin. Consecrated Mind spawns immediately.
  2. 2
    Mote Team finds Minotaurs and begins the mote cycle. Eye Team spreads into the center of the arena, clears adds, and leaves Minotaurs alone.
01 Mote cycle
  1. 3
    Mote player kills the first Minotaur, picks up the motes, and deposits them at the active relay (it glows to mark itself). Depositing grants the Enlightened buff — that player stays at the relay to defend it and pop any white-shielded enemies.
  2. 4
    The second mote player finds the next Minotaur, kills it, picks up the motes, and runs to the relay to deposit. As they arrive, the first mote player heads back out to find the next Minotaur.
  3. 5
    The two mote players alternate this way — one always at the relay, one always hunting. Never leave the relay unattended.
02 Voltaic Overflow and eye callout
  1. 6
    The boss will move to one of the eye positions around the arena and drop a Voltaic Overflow. Eye Team player 1 walks into it — then 2, then 3, then 4 for subsequent drops, cycling back as timers clear.
  2. 7
    The boss does a spinning animation and extends three wings — one up (top), one to the bottom-left, one to the bottom-right. Each wing has two eyes: one closer to the center (inner) and one further out (outer).
  3. 8
    The trapped player looks at the glowing eyes and calls out "inner" or "outer." Only one set will be glowing red.
  4. 9
    All three eyes in the called set must be destroyed — one on each wing. Snipers and slug shotguns work well. If done correctly, the trapped player is freed. If the wrong eyes are shot or the timer runs out, the trapped player dies.
03 Damage phase
  1. 10
    At 30 motes banked, the prompt "The Consecrated Mind is drawn to the overloaded relay" appears. All six players follow the boss to the relay.
  2. 11
    Once the boss arrives, every eye glows red at once. Destroy them all as fast as possible to force the core open.
  3. 12
    Shoot the exposed core — the boss's critical spot — while chasing it back toward the center of the arena. A Vex wall spawns near the relay as it retreats; don't stay near the relay or you'll be cut off.
  4. 13
    When the boss reaches the center, the wall drops and mechanics reset. Repeat the full cycle until the boss is dead.
The active relay changes each round After each damage phase, a different corner relay becomes the bank for the next 30 motes. Check which one is glowing before depositing.
Things to Watch For
Priority kills
  • Adds near the relay — Vex that reach it and sacrifice contribute to a wipe.
  • Minotaurs — Eye Team leaves these alone. Mote Team only.
  • All eyes during DPS — every eye must be cleared to open the core.
Watch for
  • Voltaic Overflow — Eye Team player must pick it up immediately every time it drops.
  • Inner vs. outer callout — listen and shoot only the glowing ring; wrong eyes kill the trapped player.
  • The Vex wall during DPS — chase the boss toward center or get cut off from the rest of damage.
  • Mote timer — motes expire after 60 seconds; don't dawdle between kill and deposit.
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04
Sanctified
Garden of Salvation · Black Garden · The Sanctified Arena

Defeat Sanctified Mind

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.

Blue / Left · Red / Right islands One portal at a time Crumbling platforms Tether-sequence DPS
Overview

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.

Only destroy one limb at a time Destroying the knee opens the blue portal; destroying the shoulder opens the red portal. Only one team should be on an island at a time. Wait until a team returns before opening the next portal.
Destroyed platforms can kill you Each time a knee or shoulder is destroyed, the boss destroys a random platform. Standing on it when it breaks is fatal. Platforms can be rebuilt by tethering a relay to the plus symbol where the platform used to be — prioritize those near the relays and center.
Motes are color-locked and expire fast Blue motes only go in the blue relay, red motes only in the red relay. They expire after 60 seconds — don't sit on them.
Arena Map
Garden of Salvation Fourth Encounter Map

Blue / Left Island · Red / Right Island · Confluxes shown by color

Roles
Mote Team 1 & Mote Team 2 — 2 players each
Sent through portals to collect motes on the side islands — knee opens the Blue / Left portal, shoulder opens the Red / Right portal. One team goes at a time. Collect motes and return when pulled back, then bank immediately. Only one portal should ever be open at once.
Platform Team — 2 players
Holds the main arena, defends both relays, clears the Cyclops that spawns each time a shoulder or knee is destroyed, and rebuilds any platform the boss breaks using a relay tether to the plus symbol.
Charge one relay at a time Fully charging one side before starting the other takes a little longer overall, but it keeps more players free to hold the arena instead of running both islands simultaneously.
Step-by-Step Flow
00 Start the encounter
  1. 1
    Shoot the boss to begin, then clear the enemies that spawn — make sure the Angelic dies, since it unlocks both relays.
  2. 2
    With relays unlocked, destroy the boss's knee. Mote Team 1 immediately jumps through the blue / left portal.
01 Blue island — first run (Mote Team 1)
  1. 3
    Mote Team 1 kills adds on the left island and collects blue motes until they have a combined 15 minimum.
  2. 4
    Once all adds are dealt with and motes are collected, Mote Team 2 and Platform Team destroy the knee again. This spawns a new portal and pulls Mote Team 1 back to the main arena.
  3. 5
    Mote Team 2 immediately jumps through the blue portal. Mote Team 1 deposits their blue motes and stays to defend the blue relay against white-shielded enemies — depositing grants them the Enlightened buff.
02 Blue island — second run (Mote Team 2)
  1. 6
    Mote Team 2 kills adds and collects blue motes on the left island.
  2. 7
    When done, Mote Team 1 and Platform Team destroy the knee to pull Team 2 back. Immediately destroy the shoulder — Mote Team 1 jumps through the red / right portal.
03 Red island — first run (Mote Team 1)
  1. 8
    Mote Team 2 deposits their blue motes and defends the blue relay. Mote Team 1 kills adds and collects red motes on the right island.
  2. 9
    When done, Mote Team 2 and Platform Team destroy the shoulder to pull Team 1 back. Immediately destroy the shoulder again — Mote Team 2 jumps through the red / right portal.
  3. 10
    Mote Team 1 deposits their red motes and defends the red relay.
04 Red island — second run (Mote Team 2)
  1. 11
    Mote Team 2 kills adds and collects red motes on the right island.
  2. 12
    When done, Mote Team 1 and Platform Team destroy the shoulder to pull Team 2 back. Mote Team 2 deposits their red motes. Both relays are now at 30 motes.
05 Hold the arena
  1. 8
    Platform Team defends both relays and kills the Cyclops that spawns with every shoulder/knee break.
  2. 9
    Rebuild critical platforms — those near the relays and center — by tethering the relay to the plus symbol where the platform used to be.
06 Tether sequence and damage
  1. 13
    Once both relays are charged, the boss displays a plus symbol in blue or red. Clear the Angelic guarding that relay to unlock it.
  2. 14
    All four mote players form the tether chain from the matching relay to the symbol. The two platform players position themselves near the other relay to stay clear of the chain — they swap sides when the second relay is used.
  3. 15
    The instant the first symbol breaks, all four mote players immediately move to the opposite relay and tether the second symbol. Platform players swap to the other side.
  4. 16
    With both symbols broken, deal damage to its exposed stomach while it hovers, before it settles back to the ground.
  5. 17
    Repeat the full cycle until Sanctified Mind is destroyed.
The second tether matters more than early damage It's tempting to start shooting the boss the moment the first symbol drops, but missing the second tether window costs the whole phase. Players outside the tether chain should be the ones contributing damage early.
Things to Watch For
Priority kills
  • Angelic at the start — required to unlock both relays.
  • Angelic before the damage phase — one spawns when both relays are charged; it must die before the tether relay unlocks.
  • Cyclops — spawns on every shoulder/knee destruction; left alone, it overruns the arena.
Watch for
  • Broken platforms — standing on one as it breaks is fatal; rebuild the ones that matter.
  • Mote expiration — 60 seconds to bank or they're lost, and color-locked to their matching relay.
  • White shields — only poppable with Enlightened; let buffed players handle them.
  • Tether chain order — agree in advance who's where in the chain so there's no confusion mid-fight.
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