A full visual field guide to all four encounters — built around the tether motif: human chains that pass an empowering charge, mote dunks, relay defense, and a two-Mind boss climax. Current boss-DPS roles, the in-raid Divinity chase, and the durable Monument-era loadout shape laid out right where it lives. Six Guardians, no matchmaking, talk constantly.
Garden is one mechanic family wearing four costumes: a tether connects two players, and the Enlightened buff — the empowering charge that lets you break Vex immunity shields, arm confluxes, and damage Minds — only persists while you stay chained. Master spacing and chain order and the whole raid clicks. Old guides over-explain the lore and under-explain the spacing.
The four stable truths
Tethers are the whole game. Linking two players makes a beam; standing in it builds an empowering charge that lets you progress mechanics. Break the chain and the charge stalls.
Comms before mechanics. Six players, no matchmaking, weekly checkpoint — assign chain order and motes/relay roles before you pull.
It's still live. Garden of Salvation is a current, launchable raid from the Director — it was not vaulted.
Divinity is optional but worth it. Its cage debuff makes every raid easier; the quest runs inside this raid. Do it once and never grind it again.
What wipes most groups
Dropped tethers and bad spacing. Players stand too far apart and the beam never forms, or someone runs out of the chain mid-charge and resets it. The fix is boring: walk the route slowly, keep the chain taut, call "linking / linked / moving."
What stale guides get wrong: this is not a D1 reprisal — it's an original Shadowkeep raid, so there is no "old D1 way." Older write-ups also lean on long-patched DPS cheeses and a pre-2025 loot table, so ignore their specific weapon and drop-list calls and use the Monument-era loadout below.
The Fiction
Why you're here
The tethers, relays, and shielded Minds aren't abstract puzzles — they're the Sol Divisive weaponizing Vex "Enlightenment" on a fragment of the Witness's power. Here's the pact you marched in to sever.
The Black Garden
Following a Pyramid artifact's signal, Eris sent you into the Black Garden — birthplace of the Vex — to trace a message the Darkness itself was broadcasting. There the Sol Divisive had made contact with the Black Fleet, empowering their Minds with a fragment of the Witness's power.
You marched to sever that pact. The Sol Divisive weaponize Vex "Enlightenment": a tether of linked Guardians channels the Garden's conduits, carrying and depositing charge the same way the Vex route their power.
The Garden hunts the isolated and opens only to a tethered chain — so the whole raid is you hijacking the Vex's own network to overload Minds running on borrowed Darkness.
Core Mechanic
The tether triad
Three verbs repeat in every encounter. Link two players to build the charge, carry it where it's needed (a conflux, a relay, the boss arena), and deposit motes or charge to push progress. Everything else is positioning around these.
Build the charge
Link
› Two players, one beam
Look at a teammate to form a tether beam. Standing inside the chain grants Enlightened — the empowering buff that arms confluxes / breaks Vex immunity shields and lets you damage Minds. Stay in line of sight.
Move the charge
Carry
› Chain on the move
The charge travels through a human chain — anchor → relay → carrier. Whoever holds it must reach the target without letting a link break. Spacing is everything; if a beam snaps, the chain dies.
Spend the charge
Deposit
› Dunk into the node
Bring the charge (or motes picked off Angelic enemies) to a conflux / relay node and dunk. Deposits arm relays, raise platforms, or open the boss damage window. Wrong node or too few = no progress.
On symbols & callouts: Garden has no big glyph alphabet like Vow — your callouts are about position and chain order, not runes. Give the relay corners and conflux pedestals short nicknames (left/mid/right, or A/B/C) and a fixed chain order so "I'm linking off you" never gets confused. The original mnemonic marks on the maps below — link rings, a charge triangle, a deposit hex — are this guide's invention, not in-game icons. (See the route map.)
Mechanic Checkpoints
What moves the encounter
Garden is about tether discipline. The room advances when the chain reaches the correct relay or weak point; the room fails when spacing, timing, or dunk discipline breaks.
Low-man / speedrun read: Garden does not reward sprinting into broken tethers. Fewer players means each person is both chain link and defender, so the speed gain is clean spacing, ready relays, and mote routes that do not strand the builder.
Embrace
Progress: shoot a Vex box to project a tether, lead the chain to the back barrier to open it, and leapfrog room to room until all six reunite.
Fail/wipe: broken line of sight or over-wide spacing snaps the tether. Ignoring a Voltaic Overflow charge — or grabbing a second while debuffed — wipes the team.
Relay Defense
Progress: defend the four corner relays with Enlightened, then collapse to the center relay for the final wave.
Fail/wipe: a relay dropping while another is being charged resets momentum; dead carriers and overrun defenders turn the room into a wipe.
Consecrated Mind
Progress: chase the Mind, build tether charge, shoot the exposed eye, dunk motes at the correct conflux, then damage in the lock window.
Fail/wipe: wrong-conflux dunks, dead mote carriers, or missed eye windows reset the cycle while add pressure takes over.
Sanctified Mind
Progress: send portal teams for motes, bank them at the left/right relays, then tether the charged relay to the boss to open DPS.
Fail/wipe: Vex sacrifices at a relay or sloppy portal/mote timing drain the bank and delay damage until the team is overrun.
Field Maps
The garden at a glance
Garden is a forward march deeper into the Black Garden: a room-by-room tether chase, a relay defense, a mobile Mind chase, then a fixed-arena finale. Here's the whole route in order; each encounter below carries its own detailed schematic next to the walkthrough.
Two secret chests sit on the climbs between encounters. Neither needs a role, and both are detours off the straight line to the next door, so make the call before the group moves on.
1 · Undergrowth
Where: just after the first encounter, in the Undergrowth: huge tree roots and glowing plants beneath the Embrace. Reach: jump down the large hole and stay on the left path to a stone platform. Follow the big tree root toward the distant elevator and look for the small opening in the wall on the left beside it. The chest is inside. If the jump feels risky, ride the elevator first.
Route choice: left at the fork. Nobody holds anything, so one player can detour while the others watch the elevator.
2 · Boundless Horizon
Where: after the third encounter and before the Sanctified Mind, in the climbing area called Boundless Horizon. Reach: follow the path to the Vex windmill-like structure, jump on a blade and stand at the very edge to be carried up. Stay on the right side and climb the hill to a large tree with two openings. Take the left opening, climb up and the chest is in the corner.
Route choice: get it before the team walks into the Sanctified Mind arena, since the route pulls everyone toward the boss. No roles are needed.
The March
Four encounters, in order
Garden pushes you forward through the Black Garden. Follow the tether path — each encounter hands the empowering charge to the next, and the final boss asks you to do all three verbs at once under portal, relay, and floor pressure.
1
Encounter · Embrace
Evade the Consecrated Mind
"The garden remembers. Keep moving before it catches you."
Lore lens · why it works
Vex gates in the Garden open only to a tethered chain of linked Guardians — the same conduit-logic the Sol Divisive use to route power. The Consecrated Mind's Embrace hunts the isolated and locks them out, so staying linked and moving as one is you speaking the Garden's own language of connection.
The loop
The Consecrated Mind here is fully invulnerable — there's no damage phase. Split into two teams of three that alternate holding a room and pushing to the next.
Shoot the floating Vex box to project a tether; it chains through nearby Guardians. Lead that chain to the barrier at the back of the arena to open it.
Roughly every 60s the Mind spawns a Voltaic Overflow charge. A player must grab it (taking the ~2:30 debuff) or it detonates and wipes the team — never grab a second charge while already debuffed (instant death), so split pickups across the three.
When the barrier opens and a team advances, the Mind teleports to them and the teams swap roles, leapfrogging room to room until all six reunite and the encounter closes.
SpacingIf linked players stand too far apart or break line of sight, the tether chain snaps and the barrier won't open. Keep the chain taut and visible as you walk it to the back.
RolesBeginner-safe split: two teams of three, one holding while the other advances. Within each three, rotate who grabs the Voltaic Overflow so nobody is caught holding a second charge. Call "linked" before anyone moves.
WipeIgnoring a Voltaic Overflow charge — or one player grabbing two — is the instant kill state here. This is a teaching encounter with no DPS check, so go slow; the only real failure is the charge timer.
RouteThe Undergrowth drop. After the first encounter you drop into the Undergrowth, the raid's first jumping puzzle: huge tree roots and glowing plants, with moving walls that knock you to your death. Keep moving through the walls. The path splits left and right, and the left side holds the chest.
Secret chestUndergrowth chest. Jump into the large hole and stay left to a stone platform. Follow the tree root toward the distant elevator and look for the small opening in the wall on the left beside it. The chest is inside.
These are Vex relays — nodes in the power grid feeding the empowerment the Black Fleet granted the Sol Divisive. Defending and charging them is you hijacking that grid, siphoning the network's own current so the tethered chain can carry it deeper toward the Minds.
The loop
Four corner relays sit around the arena. Each must be activated and defended with the Enlightened relay buff from tether chains.
Kill Angelic enemies to unlock the tether boxes, link up, and refresh Enlightened so shielded Vex cannot sacrifice at a relay.
Once the four corners are stable, the team rotates to the center relay for the final defense wave.
Hold all four corners, then the center to open the door to the next area.
RolesBeginner-safe split: four corner defenders and two tether floaters. Assign relays by compass callouts so everyone knows which corner owns each sacrifice lane.
TimingThe corners must stay defended while floaters refresh Enlightened. If one relay collapses while the team is rotating center, the room chain-fails back into recovery.
WipeLetting the arena get overrun, or all chargers dying mid-carry, resets relay progress and can wipe the run. Keep a defender alive at each relay.
Map · Four Relays + CenterEncounter 2 · Undergrowth
Relay / sourceCarry the chargeSwarm adds
3
Encounter · The Chase
The Consecrated Mind
"It runs. You chase. The eye is the answer."
Lore lens · why it works
The Consecrated Mind is a mobile Harpy shielded by its own conflux dunk-cycle — a sacrificial economy of charge. You beat it by rerouting tether charge to the right conflux, turning the Mind's Enlightenment ritual against it so the shield it relies on becomes the opening.
The loop
The Consecrated Mind is mobile — it relocates around a circular ring of rooms. The team chases it down room to room.
Build empowering charge from tether chains. With charge active, shoot the Mind's exposed eye to make it vulnerable.
Kill the Angelics it spawns to drop motes; collect a set and dunk them at the correct conflux to lock it in place / open damage.
Burn it during the window, chase it to the next position, and repeat until it dies. A chest follows.
RolesBeginner-safe split: one designated "eye" sniper with a long-range Special, two mote runners on tether duty, three on adds & chase calling the Mind's next room. Don't all clump — spread to cover confluxes.
MotesDunking at the wrong conflux, or holding too many motes and dying, sets the cycle back. Call your conflux (A / B / C) before you carry.
ChestA reward chest spawns after the Mind falls, dropping this encounter's Garden weapons and armor.
RouteBoundless Horizon. After the Consecrated Mind falls you climb through Boundless Horizon, the last climb before the Sanctified Mind. A Vex windmill-like structure carries you up when you jump on a blade and stand at its very edge; from there stay right and climb the hill.
Secret chestBoundless Horizon chest. At the top of the hill, a large tree has two openings. Enter the left one and climb up; the chest sits in the corner. Take it before you walk into the boss arena.
Map · Consecrated Mind ChaseEncounter 3 · The Chase
Mind / motesConflux (dunk)Tether charge
4
Boss · Sol Inherent
Sanctified Mind, Sol Inherent
"Bank the motes, tether the Mind, and rebuild the floor."
Lore lens · why it works
The Sanctified Mind, Sol Inherent made contact with the Witness and is empowered by the Black Fleet — it runs on borrowed Darkness. You overload it by banking maximum charge through its relays, forcing the Witness-empowered Mind past what its stolen power can hold and severing the Sol Divisive's pact for good. Kill it and a Pyramid Scale is revealed — the first ever seen in-game.
The loop — every verb at once
Shoot the boss weak spots to open left and right portals. Portal teams enter, kill Vex, collect motes, and return before the portal closes.
Bank motes at the matching left / right relays to gain Enlightened and stop shielded Vex sacrifices from draining the bank.
When the relays are charged, form a tether chain from the called relay to the Sanctified Mind to start damage.
Use tether windows to open DPS, then burn the boss while builders repair missing floor plates between cycles.
Repeat portals, banks, tether, and DPS until it falls. Final chest spawns on the kill.
RolesBeginner-safe split: two portal runners, two relay defenders/builders, and two tether/DPS anchors. Lock the tether order so the relay connects to the boss without a fumble.
SacrificeShielded Vex sacrificing at a relay drain progress and can erase a damage setup. Enlightened defenders kill them first; builders fix floor only when banks are stable.
DivinityIf your team carries Divinity, its cage debuff makes the damage window far more forgiving — one player tethers the boss, everyone else feeds the bubble.
Map · Sanctified Mind ArenaEncounter 4 · Sol Inherent
Relays / tetherThe MindMotes / floor repair
Loadouts
Loadout jobs
Build around three jobs, not god rolls: a boss-DPS option for the Mind damage windows, reliable add-clear to keep Angelics and motes flowing, and survivability to live through relay swarms and portal returns. Named guns below are durable archetypes for the mid-2026 (Renegades / Monument-era) sandbox — bring the one you own that fills the job.
Boss DPS
For the Mind damage windows
Heavy precision DPS
A Linear Fusion or Heavy GL archetype for stationary windows — the Minds sit still once vulnerable. Highest sustained legendary damage.
Bait-and-switch rockets
A rocket + swap weapon pairing burns the window fast. Pure burst when the phase is short.
Divinity Exotic
Trace Rifle whose cage debuff is a team-wide damage amp — one carrier tethers the boss, everyone else fires into the bubble. Earned in this raid.
Tractor Cannon Exotic
Applies a weaken debuff to the Mind for a fireteam DPS boost just before the window opens.
Add Clear
Keep adds clear & charge flowing
Chain-explosion primary Exotic
A Sunshot / Graviton-style chain primary deletes Vex packs so chargers aren't interrupted.
Wave-frame / GL add-clear
A wave-frame GL or auto sweeps Vex adds fast so chargers and tether-runners aren't interrupted.
Witherhoard Exotic
Passive area damage you can lob into spawn points and onto the Mind, then swap to Heavy.
Trace / sustained Special
Reliable mid-range for picking the Mind's eye and trimming Harpies between dunks.
Survivability
Live the swarms & portal returns
Healing / Restoration tools
A healing Super or Restoration keeps chain-runners standing through relay swarms and chip damage.
Overshield / woven-mail sources
Damage-resist effects buy the margin to return with motes, defend relays, and rebuild floor without losing a bank.
Champion coverage
Bring frame-intrinsic Barrier/Overload coverage — or utility frames as needed — so chargers don't stall on a shielded or healing Vex blocker.
Warlock
Well of Radiance / Prismatic
Drop a Well in the boss zone for healing and a damage buff — the safest team anchor for Sanctified Mind DPS. Prismatic flexes healing and add-clear.
Titan
Prismatic / Thundercrash
Thundercrash is a fat burst on the Mind windows; Prismatic gives you barricade survivability plus an ad-clear aspect to taste.
Hunter
Prismatic / Tether
Invis aspects make mote-running safe; a Void tether stacks a weaken on the Mind. Golden Gun + Nighthawk adds single-shot burst.
Loadout note: These reflect the mid-2026 (Renegades / Monument-era) sandbox and are written as archetype jobs on purpose, not locked god rolls — bring what you're comfortable with and slot Divinity if your team wants an easier window. On this raid the mechanics and tether spacing matter far more than squeezing out the last sliver of DPS.
Rewards
What you're farming for
The chase
The headline pull is Divinity — an exotic Trace Rifle earned via an in-raid quest, whose cage debuff is one of the most valuable team utilities in the game. Garden also drops a themed armor set and a Vex-flavored weapon pool.
2026 loot posture
The tiered-loot and armor set-bonus systems arrived with The Edge of Fate / Renegades (2025). Two raids are featured each week. Featured: Standard encounters and challenges drop Deepsight weapons or Tier 5 armor, hidden chests drop Tier 5 armor on a weekly lockout, and Master adds Adept weapons from challenges. Not featured: Standard gives a chance at Deepsight weapons and Tier 3 armor; Master and challenges still give Deepsight weapons and Tier 5 armor. Feats raise the reward grade (Grade 0: Tier 3; 1: Tier 3+4; 2: Tier 4+5; 3: two Tier 5; 4: Tier 4 + two Tier 5; 5: three Tier 5; Cutthroat Combatants +4, Challenges +3, Shocktroopers +2, Token Limit and Phase Limit +1). Standard mode earns the weekly tiered reward without Feats.
Monument baseline: last gameplay patch Update 9.7.0.3 (2026-07-07). Update 9.7.0.4 (2026-07-28) shipped without notes; Update 9.7.0.5 (2026-10-07) is an anti-cheat back-end fix only. Checked 2026-10-08.
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