Garden of Salvation Raid Guide for Destiny 2: Prepare and Get a Carry

Three tiny Guardians approach a giant golden triangle gate wrapped in glowing violet vines

Garden of Salvation is a six-player Destiny 2 raid set in the Black Garden, added with the Shadowkeep expansion.

Quick answer: Garden of Salvation is a six-player Destiny 2 raid released in October 2019 with Shadowkeep. It has four encounters against the Vex, built around tethers, motes and clear callouts. A Guardian Sherpa carry lets you play your own account while an experienced Sherpa explains each encounter as you go.

Last updated: November 3, 2026. Written by the Guardian Sherpa Team.

Three tiny Guardians approach a giant golden triangle gate wrapped in glowing violet vines
Garden of Salvation sends the fireteam into the Black Garden.

What is the Garden of Salvation raid?

Garden of Salvation launched on October 5, 2019 with the Shadowkeep expansion and takes place in the Black Garden, where the team faces the Sol Divisive Vex. It is a six-player raid with no matchmaking, so you need a full fireteam and working voice chat.

The raid is known for its relay-style mechanics: picking up and passing energy, holding tether points and depositing motes. Those jobs feel simple in isolation but fall apart quickly without communication, which makes this a good raid to learn with a guide.

Garden of Salvation at a glance

  • Released: October 5, 2019, with the Shadowkeep expansion
  • Location: The Black Garden
  • Fireteam size: six Guardians, no matchmaking
  • Enemies: Sol Divisive Vex
  • Encounters: four: Evade, Summon and Defeat the Consecrated Mind, then Conquer the Sanctified Mind
  • Power and difficulty: check the recommended power in the in-game Director
  • Clear length: varies with the team; your Sherpa gives an estimate on your order page

Is Garden of Salvation in the weekly rotation?

Rotation trackers list Garden of Salvation in the November 2026 schedule, including the week of November 3. Rotation can change, so check the in-game Director and our weekly rotation post. Whether or not it is featured that week, you can still book a Garden of Salvation carry.

Ancient raid chamber lit by golden light, background for Destiny 2 raid carries
Raids reward coordination: every fireteam member has a job in Garden of Salvation.

Raid management: how to run Garden of Salvation from start to finish

Use this checklist before the first encounter and between every attempt. The per-encounter steps follow in the encounter guide.

  1. Before you queue, check the team. You need six Guardians on voice chat. Confirm everyone can hear the caller and has updated the game. Ask who is new to Garden of Salvation so the caller can explain mechanics first.
  2. Set checkpoints and progress. Raids save a checkpoint after some encounters. Check the checkpoint message in-game after each encounter and make sure everyone has it before anyone leaves (exact checkpoint locations: confirm in-game).
  3. Agree roles for the first encounter. Name one main caller and one backup. Decide pairs, sides and who handles adds before anyone pulls. Use the role chart below as a starting point.
  4. Check loadouts and ammo. Bring a mix of add-clear and boss-damage weapons. Pick up heavy ammo before each damage phase, and tell the team if you swap weapons between attempts.
  5. Agree the finisher plan. Decide who spends a super, who uses heavy ammo and who holds back for the final stand or last damage window. Say it out loud so nobody spends a super early.
  6. Pace the run. After each encounter, stop for 30 to 60 seconds: loot, restock ammo, check everyone is ready and have the caller explain the next encounter. Do not pull until all six say ready.
  7. Run callouts the same way every time. One caller speaks, others answer with short repeats ('left, copy'). Use agreed names for positions and symbols, and stay quiet during timed moments unless you are the caller.
  8. Recover from a wipe. Stay calm. The caller says which step failed, the team changes one thing, and you try again. Do not change several roles at once, because then nobody knows what fixed it.
  9. Take breaks at the right time. Stop between encounters after a checkpoint, not in the middle of one. If someone must leave, tell the team first. They can rejoin through a fireteam invite once the checkpoint is held (confirm the checkpoint in-game before leaving).

Encounter guide

Garden of Salvation has four encounters, played in order. Each is a numbered list in play order, ending with the wipe recovery step. Our research for this raid rests mainly on one detailed walkthrough, so treat exact numbers as items to confirm in-game. Where our sources disagree or we could only confirm a detail from one guide, the step says to confirm it in-game.

Garden of Salvation encounter flow diagram Diagram: the 4 stages of Garden of Salvation in order, each with its one-line goal.Garden of Salvation encounter flow1Evade the Consecrated MindLeapfrog the tether chain, Overflow handoff2Summon the Consecrated MindRelays, Angelics, Enlightened, center hold3Defeat the Consecrated MindMote team and boss team, call in or out4Conquer the Sanctified MindPortals, motes, platforms and tethers
Diagram: the 4 stages of Garden of Salvation in order, each with its one-line goal.

1. Evade the Consecrated Mind

Goal: Leapfrog a tether chain from the Vex box to the door while a back team collects Overflow.

  1. Start: split into a back team of three and a forward team of three. A tether chain runs from a Vex box to the door.
  2. Back team: collect Overflow, which comes roughly every 60 seconds. The Overflow debuff lasts 2:30, and a second pickup while debuffed kills you, so call who is holding it.
  3. Forward team: kill the Overload Minotaur and the Angelic at each stop. Bring Overload effects.
  4. Leapfrog: at each barrier, the teams swap: the back team moves up as the forward team holds, and so on down the chain.
  5. Final barrier: it has three locks. Put one player on each.
  6. Final run: the last run to the door has a Cyclops and Minotaurs. Clear them before moving.
  7. After a wipe: everyone returns to the start of the encounter (confirm in-game whether a checkpoint moved you forward), the caller names the step where it broke, and you reassign roles before pulling again.

2. Summon the Consecrated Mind

Goal: Capture the relays, kill the Angelics and hold the center.

  1. Start: kill the three Goblins in the center first.
  2. Split: four players rush clockwise to Relay 2 and two hold Relay 1. Leave one player at each relay.
  3. Defenses: when the prompt 'Undergrowth defenses deployed' appears, defend the relay. Each relay gets three Angelics, twelve in total.
  4. Enlightened: the Enlightened buff lasts 44 seconds. Use it to kill the shielded targets.
  5. Anti-Barrier rounds: shielded Hobgoblins need Anti-Barrier effects. Bring them.
  6. Center hold: hold the center, Relay 5, for three waves.
  7. After a wipe: everyone returns to the start of the encounter (confirm in-game whether a checkpoint moved you forward), the caller names the step where it broke, and you reassign roles before pulling again.

3. Defeat the Consecrated Mind

Goal: Split into a mote team and a boss team, then use call-outs to avoid the overloaded relay.

  1. Start: three players are the mote team and three are the boss team.
  2. Motes: each mote player gets 10 motes, with a 60-second timer. Bank 30 motes.
  3. Trigger: when 'The Consecrated Mind is drawn to the overloaded relay' appears, hold your position.
  4. Call: the trapped player with Overflow calls 'in' or 'out'.
  5. Shoot: the flankers shoot the matching fins.
  6. Finish: shoot the center as it retreats.
  7. After a wipe: everyone returns to the start of the encounter (confirm in-game whether a checkpoint moved you forward), the caller names the step where it broke, and you reassign roles before pulling again.

4. Conquer the Sanctified Mind

Goal: Collect motes, build platforms and tether to damage.

  1. Start: split into Mote Team 1, Mote Team 2 and a Platform Team of two. Blue and orange relays hold 30 motes each.
  2. Portals: a knee shot gives a blue portal and a shoulder shot gives an orange portal.
  3. Motes: each trip carries 15 motes. Use the sequence your caller names.
  4. Cyclops: a Cyclops spawns at each portal. Kill it.
  5. Platform: if a platform breaks, someone dies.
  6. Tethers: tether in the plus-symbol order. Do the matching color first, then the other.
  7. Damage: damage the stomach.
  8. After a wipe: everyone returns to the start of the encounter (confirm in-game whether a checkpoint moved you forward), the caller names the step where it broke, and you reassign roles before pulling again.

Fireteam roles and loadout for Garden of Salvation

Garden of Salvation does not demand a specific build. It asks for roles: mote carriers, tether holders, add clearers and callers. Each encounter shifts those jobs, so everyone should rehearse each one.

Overload and anti-barrier effects matter in the first encounter, and the weapons you bring should cover close and long range without running out of ammo.

Garden of Salvation fireteam role chart Chart: six fireteam slots for Garden of Salvation with generic role labels. Your team may assign roles differently.Garden of Salvation fireteam of six1Main callerNames pickups and phases2Tether holderHolds a point or tether3Mote runnerMoves and deposits motes4Add clearerWave clear and shields5Boss damageHits weak points on call6FloaterFills any gap
Chart: six fireteam slots for Garden of Salvation with generic role labels. Your team may assign roles differently.
  • Overload and anti-barrier effects: useful for Minotaurs and shielded enemies.
  • Add clear: a reliable way to clear waves around the tether points.
  • Boss damage: a precise weapon for weak-point damage windows.
  • Mobility: movement options help motes and tethers get placed on time.
  • Ammo: carry a mix of ammo types and check your reserves before each encounter.

How do I prepare for Garden of Salvation?

  • Update the game and check the recommended power in the in-game Director.
  • Bring weapons for different damage needs and a build you know well.
  • Use a headset so you can hear callouts.
  • Review the mote and tether roles for each encounter.
  • Check that you have Overload effects available.
  • Turn on two-factor sign-in for your account.
Garden of Salvation preparation checklist Checklist graphic: 6 things to do before a Garden of Salvation run.Garden of Salvation prep checklistUpdate the game and check Director powerBring a flexible, familiar loadoutUse a headset for calloutsReview mote and tether rolesBring Overload effectsTurn on two-factor sign-in
Checklist graphic: 6 things to do before a Garden of Salvation run.

Common Garden of Salvation mistakes

  • Picking up a second Overflow while still debuffed.
  • Leaving a relay undefended after the Undergrowth defenses prompt.
  • Forgetting the 'in' or 'out' call in the Defeat encounter.
  • Skipping the mote count during the boss fights.
  • Not agreeing on the tether order before the damage phase.
  • Leaving a Voltaic Overflow drop on the ground.

Garden of Salvation rewards and triumphs

According to the Destiny wiki, Garden of Salvation loot includes the exotic Arc trace rifle Divinity and legendary weapons including Accrued Redemption, Ancient Gospel, Omniscient Eye, Prophet of Doom, Reckless Oracle, Sacred Provenance and Zealot's Reward, plus the Kentarch 3 armor set for all three classes. The raid also offers raid armor mods and emblems such as Inherent Truth and Dive into Darkness.

The wiki also notes that the raid's loot table has no heavy weapons. Drops are random, and the weekly rotation can change what is available, so check the in-game Triumphs and Collections screens for the current list. We have not verified a seal for this raid, so we do not promise one.

Golden weapon silhouette in violet mist, background for exotics and catalysts
Exotic and legendary drops are random, so a clear never guarantees a specific weapon.

How does a Garden of Salvation carry work?

A Guardian Sherpa carry is self-play: you play your own account, and an experienced Sherpa joins your fireteam and guides you through every encounter. You order the Garden of Salvation raid carry, confirm your platform, Bungie name and a time window on a private order page, and a Sherpa accepts the order. You can cancel for a full refund until a Sherpa accepts. At the agreed time you receive a normal in-game fireteam invite and the run begins, with callouts and explanations before each encounter.

On self-play orders we never ask for your password, your email login or your platform credentials. Piloted orders need secure account access, shared only after payment through your private order page. Because you stay signed in on your own account, you also keep every drop the game gives you. Afterwards you have a 48-hour review window to tell us how the run went.

Garden of Salvation solo learning versus carry timeline Timeline comparing learning Garden of Salvation on your own with a self-play Guardian Sherpa carry.Going solo vs a Sherpa carryLearning solo1Read guides2Find a team3Learn by wiping4First clearGuardian Sherpa carry1Order online2Sherpa accepts3Fireteam invite4Guided runCancel for a refund until a Sherpa accepts. You play your own account.
Timeline comparing learning Garden of Salvation on your own with a self-play Guardian Sherpa carry.

What is included

  • A guided, self-play run of the raid with an experienced Guardian
  • A private order page for scheduling and updates
  • Callouts and plain-language explanations for each encounter
  • Your choice of a full clear (from $35) or a flawless-goal run (from $70)
  • A 48-hour review window after the run

What is not included

  • Anyone playing your account for you, and any request for your password
  • A promised completion time, since time depends on the team and the encounters
  • A guaranteed flawless result, because we play toward the goal but cannot guarantee in-game outcomes
  • A guaranteed drop, because loot is random
  • Services for other activities, which are separate products in the full catalog
Two armored Guardians on a ridge at dusk, background for Destiny 2 coaching
Prefer to learn the raid yourself? A coaching session pairs you with a Sherpa who teaches while you play.

What is a flawless run?

A flawless run is one finished without a death. We play toward that goal but cannot guarantee in-game results. Garden of Salvation's energy and tether mechanics reward careful, repeatable play, which suits a flawless goal when the team communicates well.

Is a carry safe for my account?

Self-play carries less risk than services that log in for you, but no provider can promise zero risk. Turn on two-factor sign-in for your account and read our account safety page.

More raid guides

Garden of Salvation pairs well with Last Wish for another classic six-player raid, or Deep Stone Crypt if you want a role-based challenge. New to carries? Read how a self-play carry works, browse the full service catalog and see the FAQ. Check which raids are in rotation in our weekly rotation post.

Frequently asked questions

How much does a Garden of Salvation carry cost?

A Garden of Salvation self-play carry is $35 for a full clear and $70 for a flawless-goal run (no deaths) at Guardian Sherpa. Prices are shown before checkout, there are no hidden fees, and the WELCOME20 code takes 20% off a first order. See the Garden of Salvation carry page for the current price.

How long does a Garden of Salvation run take?

Time varies with the team, how many encounters are new to you and whether you choose the flawless goal. Your Sherpa gives an estimate on your order page before the run starts and explains each encounter as you go, which adds a little time but saves wipes.

What power level do I need for Garden of Salvation?

Check the recommended power shown in the in-game Director for Garden of Salvation and bring a character at or near it. Your Sherpa checks your character before the run and can suggest a quick power catch-up if you are under the recommendation.

Do I have to share my Destiny 2 login?

For self-play orders, no. You stay signed in on your own account and you stay signed in on your own account and join our fireteam through a normal in-game invite. On self-play orders we never ask for your password, your email login or your platform credentials. Piloted orders need secure account access, shared only after payment through your private order page. Read the account safety page for the full policy.

Can I cancel my order for a refund?

Yes, up to the moment a Sherpa accepts your order. Until then you can cancel from your order page for a full refund to the original payment method. After a Sherpa accepts, the customer-side cancel option closes, but our team can still cancel, refund or reschedule if something goes wrong. See the refund policy.

How do I book and what happens next?

Pick the run type on the product page and check out. You get a private order page where you confirm your platform, Bungie name and a time window. A Sherpa accepts the order, you receive a fireteam invite at the agreed time, and you play the activity together. Afterwards you have a 48-hour review window. The step-by-step guide covers each stage.

What are the encounters in Garden of Salvation?

Garden of Salvation has four encounters in order: Evade the Consecrated Mind, Summon the Consecrated Mind, Defeat the Consecrated Mind and Conquer the Sanctified Mind. They use relay, tether and mote mechanics. Your Sherpa explains each one before it starts, so you do not need to memorize the raid in advance.

Is Garden of Salvation in the current raid rotation?

Rotation trackers list Garden of Salvation in the November 2026 schedule, including the week of November 3. Rotation can change, so check the in-game Director and our weekly rotation post. Whether or not it is featured, you can still book a Garden of Salvation carry, and your Sherpa will confirm the schedule on your order page.