Salvation's Edge
Salvation's Edge | |
---|---|
![]() | |
Information | |
Location | The Pale Heart, The Traveler |
Players | 6 |
Recommended Power | 1965 |
Enemies | The Dread, Vex (Sol Divisive), Cabal (Shadow Legion), Hive (Xivu Arath's Horde), Taken, Scorn |
Boss | Herald of Finality The Witness |
Expansion | The Final Shape |
Description | "Free the Light." |
Salvation's Edge is a raid in Destiny 2, released in The Final Shape expansion on June 7th, 2024. At The Pale Heart of The Traveler, Guardians must face oblivion in one epic confrontation with The Witness and break its hold on the Traveler's Light before it imposes finite salvation in the final shape upon all existence.
To start Salvation's Edge, players must have completed The Final Shape's main campaign, finished the post-game Wild Card Exotic quest, and reached the 1965 Power Cap. It can be launched from The Pale Heart map in the Director while in a Fireteam of six players.
Core Mechanics
The first three encounters (Substratum, Dissipation, Repository) heavily utilize the following mechanics involving plates, Resonance, and conduits.
Charging Plates and Wires
Encounters feature pairs of plates connected by wires. When activated (usually after defeating specific enemies), one plate glows. Stepping on the glowing plate sends energy along the wire to its pair. Stepping on the receiving plate after the energy arrives sends the energy back, spawning Resonance pickups nearby.
Resonance Pickups
Resonance buffs are central to Salvation's Edge.
- Pyramidal Resonance (Triangle): Introduced in Substratum.
- Spherical Resonance (Circle): Introduced in Dissipation.
- Hexahedron Resonance (Square): Introduced in Repository.
Guardians can hold a maximum of three Resonance stacks; acquiring a fourth or letting the timer expire results in death. The last Resonance type picked up overrides the entire stack. Resonance is used to activate conduits and extend encounter timers.
Activating Conduits
Conduits appear near plates. Dormant conduits require energy flow to awaken. Awakened conduits display a shape (triangle, circle, or square) indicating the required Resonance type for activation. To activate a conduit:
- A teammate steps on the plate not connected to the conduit, sending energy via the wire to the conduit's plate.
- A player with the correct Resonance buff shoots the conduit.
- The player who shot the conduit steps on the plate near the conduit once the energy arrives, locking it in.
A successful lock consumes one Resonance stack from the shooter, makes the conduit glow gold, and despawns any Resonance created by that plate pair. Ensure excess Resonance is collected before locking. Locking three conduits typically spawns a bank.
Timer Management
Most encounters feature a timer (for example Final Shape Looming, Imminent End). If the timer reaches zero, the fireteam wipes. In the first three encounters, depositing collected Resonance into a spawned bank extends the timer.
Substratum
Objective
Operate the inscrutable machinery to enter the monolith's core. Gain Access to the Monolith.
Description
The encounter takes place in a grid of rooms. To start, pick up the Pyramidal Resonance in the center room and deposit it into the box. The Witness's hand appears, a wipe timer begins, and two doors open, releasing Vex Supplicants.
Clearing Rooms and Opening Doors
Split into two teams of three, each taking a door. Clear rooms of Vex and Dread units.
- Defeat initial Vex.
- In the next room, defeat a Quantum Minotaur. This spawns a Vex Hydra (Keeper of the Monolith) in the other team's second room.
- Defeating the Hydra opens doors for the other team.
- One team eventually finds an Overload Champion (Devotee of the Witness). Defeating it spawns a Tormentor (Threshold Sentinel) in the center room.
- Return to the center and defeat the Threshold Sentinel. This activates one pair of plates and conduits ("Energy flows into the architecture").
Repeat this process. After the second Threshold Sentinel is defeated, another plate pair activates, and teams can begin managing the plates and conduits.
Charging the Conduits
Each team locates their active plate pair. One player manages the starting plate, another manages the conduit plate, and the third clears adds and collects Resonance from the center.
- Bounce the energy between plates by stepping on them sequentially as the energy arrives. Each bounce spawns Pyramidal Resonance in the plate rooms and the center room.
- Plate players collect Resonance in their rooms; the add clear player collects from the center (max 3 stacks per player). Prioritize Weavers as their attacks can disrupt plates.
- If a plate charge is missed, the team has one grace period. A second miss spawns a Subjugator (Omen of the Witness or Harbinger of the Witness) that locks the plates and must be defeated.
- When ready (or timer is low, ~30-40s), lock the conduits: A player with Pyramidal Resonance shoots the conduit's center node, then steps on the charged plate nearby. This consumes one Resonance stack. Ensure all needed Resonance is collected before locking, as locking despawns nearby Resonance.
- Once both conduits are locked, return to the center. Defeat the spawned Subjugator (Harbinger of the Witness).
- A deposit box spawns. All players deposit their Pyramidal Resonance to extend the timer. Depositing requires proximity.
Repeat this entire cycle two more times (three total locks). After the third deposit phase, enemies retreat, and a staircase descends.
Dissipation
Objective
Defeat the Herald of Finality. Remove the Herald of Finality from your path.
Description
This boss fight features the Herald of Finality (resembling Taniks). Split into three teams of two (Left, Middle, Right). Swords (like The Lament or Falling Guillotine) are recommended.
Breaking the Herald's Weakspot
Shoot the Taken Blight in the center to start. The Herald spawns. Clear initial enemy waves. The third wave includes a Trammel boss enemy for each side (Taken Phalanx - Middle, Taken Wizard - Left, Taken Ogre - Right).
- Defeat the Trammel on your side ("Energy flows into the architecture"). Plates activate.
- After the first Trammel falls, the Herald summons one player from each side (Call to Reckoning buff).
- Called players enter the center arena and shoot the Herald's forehead weakspot. This spawns Taken Blights around the arena.
- All players destroy the Blights.
- Called players resume shooting the forehead weakspot until it breaks, granting the Stolen Favor buff. This buff allows seeing the required Resonance shape on the conduits.
Charging and Reading the Conduits
Players with Stolen Favor return to their side and read the conduit, which now shows either a triangle (Pyramidal Resonance) or a circle (Spherical Resonance).
- Bounce energy between plates as in Substratum. Each bounce spawns one Pyramidal Resonance and one Spherical Resonance on opposite sides of the arena section.
- Players collect Resonance (max 3 stacks). The conduit locker must end with the correct Resonance type matching their conduit. Leave enough Resonance for teammates.
- If a charge bounce is missed, the Trammel respawns, locking the conduit. Killing it resets the conduit, potentially changing the required shape.
- Once Resonance is collected, lock the three conduits using the correct Resonance shapes.
Damaging the Herald
After locking all conduits, a deposit box appears near the edge of the Herald's arena. Deposit all Resonance to extend the timer. The arena glows, signaling the start of the damage phase.
- Enter the arena and damage the Herald. Well of Radiance or Song of Flame, swords, and potentially Speaker's Mask healing turrets are effective.
- When the Herald becomes immune, exit the arena and repeat the cycle.
- Final Stand: When the Herald reaches low health, it enters final stand. It briefly goes immune, spawns all three Trammels, and the timer resets to 30 seconds (or uses remaining time). Focus damage solely on the Herald to defeat it within the time limit.
Follow the path up green columns after collecting loot.
Repository
Objective
Gain access to the Witness. Carve a Path. Ascend the Monolith.
Description
This encounter involves traversing three increasingly complex rooms, again using plates, Resonance, and conduits. It introduces Hexahedron Resonance (Square). Split into three teams of two (Left, Middle, Right).
Room Clearing
- Start by picking up the Hexahedron Resonance in the center and banking it. This spawns three Tormentors (Threshold Sentinel), one per side.
- Defeat the Tormentor on your side. The player landing the killing blow gets the Stolen Favor buff, allowing them to read the conduit shape. Killing Tormentors activates plates ("Energy flows into the architecture") and spawns Cabal Turrets. Destroy turrets quickly.
- Bounce energy between plates. Each bounce spawns Pyramidal Resonance (Left), Spherical Resonance (Middle), or Hexahedron Resonance (Right). Coordinate to collect the needed Resonance type.
- Collect Resonance (max 3 stacks).
- Lock the conduits using the correct Resonance shape as indicated by the Stolen Favor player. A Subjugator (Harbinger of the Witness) spawns near the conduit when ready to lock; kill it. If a plate charge fizzles, a Subjugator spawns and must be killed to retry.
- Once all three conduits are locked, a deposit box appears in the center, along with turrets. Deposit all Resonance to extend the timer and open the door forward.
- Defeat spawned enemies, including an Unstoppable Champion (Unstoppable Incendior), to proceed to the next room.
Repeat this process for three rooms. The plate wiring becomes more complex:
- Room 1: Straight connections (L-L, M-M, R-R).
- Room 2: Left connects to Middle plate, Middle connects to Left plate, Right connects to Right plate.
- Room 3: Left connects to Middle plate, Middle connects to Right plate, Right connects to Left plate.
In the third room, focus only on getting the required Resonance shape and locking conduits quickly. Defeat the final Unstoppable Champion to open the path to the next encounter.
Verity
Objective
Find a path to ascension. See Beyond.
Description
This is a puzzle-heavy encounter reminiscent of Last Wish's Vault. It involves managing 2D shapes (Pyramidal Resonance, Spherical Resonance, Hexahedron Resonance) and 3D shapes, coordinating between players inside and outside a "shadow realm," and reviving teammates via Catatonic Decimation.
Distinct Guardian appearances and Ghost Shells are crucial for identification during revival phases. Six statues representing the fireteam members are present near the start.
3D Shape Combinations
- Cube (Square + Square)
- Sphere (Circle + Circle)
- Pyramid (Triangle + Triangle)
- Cylinder (Circle + Square)
- Cone (Circle + Triangle)
- Prism (Triangle + Square)
Starting the Encounter
Interact with the three glowing statues further in the room. Three random players are pulled into solo instances of the arena (Inside Team), while three remain together (Outside Team). An Imminent End timer starts.
Inside Team Role (Shadow Realm)
Players inside are alone but can see three statues representing the Inside Team members, each holding a 2D shape (Triangle, Circle, or Square).
- Callout: Announce the order of shapes held by the statues (left to right) to the Outside Team (for example "SCT" for Square, Circle, Triangle).
- Shape Management: Your goal is to end up holding the two shapes not shown on your personal statue. Look at the large screen ("projector wall") at the back; it shows which two shapes are currently held by the Hive Knights (Splintered Curator) in your room.
- Trading: Kill Knights to get shapes. If you have shapes that match your statue, trade them away. Pick up a shape you don't need and deposit it at the statue of the player who does need it. Coordinate trades with other Inside players via voice chat (for example "Trading square to Bob"). Trading is best done synchronously to avoid losing shapes. Depositing/receiving shapes spawns Revenant Ogres; killing them respawns Knights. Only hold one shape at a time for trading. Picking up two creates a 3D object, which can be used to reset shapes if needed by dunking it.
- Goal State: Through trading, ensure the projector wall in your room shows the two shapes your statue isn't holding. Example: If your statue holds Square, your wall should eventually show Circle and Triangle.
- Escape: Once the Outside Team confirms your corresponding statue outside is correctly "dissected" (see below), kill Knights to get the two required shapes. Pick up both simultaneously to form a 3D shape buff (Key). With this buff, walk through the glass-like barrier at the back of the room to rejoin the Outside Team.
Outside Team Role (Light Realm)
The Outside Team supports the Inside Team's escape by modifying the 3D objects held by the Inside Team's replica statues.
- Identify Statues: Three statues appear, representing the trapped Guardians, each holding a 3D object.
- Receive Callout: Listen to the Inside Team's callout for the 2D shape order (for example "SCT" - Square, Triangle, Circle).
- Dissection Goal: Modify each statue's 3D object so it no longer contains the 2D shape called out for that position. Example: If the callout is SCT and the left statue holds a Cube (Square+Square), you must remove both Squares. The final 3D object should be made of the *other* two shapes (Circle+Triangle = Cone).
- Dissection Mechanic: Kill Hive Knights to get 2D shapes. To remove a shape from a 3D object, you "swap" it with a shape from another statue. Pick up the shape you want to remove (for example Square from the Cube) and deposit it into the target statue (Left statue). Then, pick up a different shape (for example Triangle) and deposit it into another statue that needs dissection or can accept the shape. This swaps the Square from the first statue with the Triangle from the second. You cannot deposit a shape into a statue whose 3D object doesn't contain that shape (for example cannot deposit Circle into a Cube).
- Efficiency: A common strategy is to deposit the called-out shape into its corresponding statue (Circle left, Square middle, Triangle right in the SCT example) to initiate the dissection process.
- Add Clear: Two players should focus on killing adds, including Unstoppable Champion Ogres that spawn after Knights are killed, while one player focuses on dissecting.
- Verification: After dissections, confirm with the Inside Team that the statues hold the correct final 3D objects (for example for SCT callout, final shapes might be Cone, Cylinder, Prism).
Catatonic Decimation and Revival
Periodically, The Witness will use Catatonic Decimation on the Inside Team members, freezing them.
- Frozen players can spectate the Outside Team.
- Ghosts of frozen players appear in the Outside realm.
- Outside Team members pick up the Ghosts.
- Frozen players spectate and identify which statue pedestal corresponds to which teammate.
- Outside Team deposits the correct Ghost into the correct glowing statue pedestal (identified by the frozen player) to revive them. Depositing in the wrong statue kills the depositor.
Intermission Phase
After the Inside Team escapes and rejoins the Outside Team, the timer pauses. Defeat adds, including Unstoppable Champion Ogres. The Witness then uses Catatonic Decimation on five fireteam members.
- The one surviving player must revive the others within one minute.
- Frozen players coordinate via spectating to guide the survivor to deposit Ghosts in the correct statues.
Repeat the entire Inside/Outside cycle two more times (three total phases). After the final revival phase, the encounter completes, and an elevator appears.
The Witness
Objective
Free the Traveler's Light and thwart the Witness's plans. Stop the Final Shape.
Description
The final encounter takes place in a V-shaped arena with The Witness at the far end. A pit in the middle leads to a root platform.
Recommended Loadout
High burst damage is needed, especially for the final stand.
- Hunters: Celestial Nighthawk + Marksman Golden Gun + Still Hunt sniper rifle.
- Warlocks: Well of Radiance or Song of Flame.
- Titans: Twilight Arsenal or other quick Supers.
- Weapons: Microcosm Trace Rifle is effective due to mobility requirements. Machine Guns for add clear, ranged weapons like Pulse Rifles. Divinity for debuffing.
Breaking The Witness's Glyphs
The Witness starts with six protective glyphs ("buttons") on its chest that must be destroyed to enable damage. This requires the Glyphbreaker buff. Split into two teams: three Glyphbreaker players, three enemy slayers.
- Enemy Slayers: Clear adds, especially Subjugators and Screebs. One player left, one right, one floating.
- Glyphbreaker Players: Each assigned to one hand type:
- Down Hand (Ceiling): Pyramidal Resonance, shoots triangle bomb.
- Up Hand (Floor): Spherical Resonance, shoots circular airstrike.
- Wall Hand: Hexahedron Resonance, shoots beam.
Glyphbreaker Cycle
- Identify Need: Stand briefly in your assigned hand's attack telegraph area. Shoot the glowing bangle/bracelet on the hand. It reveals a color indicating the Resonance needed: Green (Pyramidal), Yellow (Spherical), Red (Hexahedron). Be quick to avoid gaining the hand's default Resonance.
- Acquire Resonance: Go to the hand type that provides the needed Resonance. Stand briefly in its attack telegraph area *before* the attack hits to gain the buff. Example: If Wall Hand shows Green, go stand in Down Hand's triangle attack zone.
- Destroy Hand: Return to your original hand. Stand in its attack aura and shoot the bangle again with the correct Resonance buff. This destroys the hand and grants Glyphbreaker.
- Destroy Glyph: Go to the central root platform. Shoot one of the six glyphs on The Witness's chest. This consumes Glyphbreaker and cleanses any lingering Resonance buffs. Allies with accidental Resonance can also cleanse here.
Important Notes for Glyphbreaker Phase
- Hand positions and required Resonance change if you take too long. Enemy slayers can shoot bangles to reset the timer, but this may spawn more hands.
- Avoid gaining unwanted Resonance stacks by being quick. Max 3 Resonance stacks allowed. If you have 3 stacks, a teammate must shoot your hand's bangle for you.
- Destroying a hand grants a stack of that hand's Resonance type.
- Destroying a hand might trigger The Witness's trap.
Repeat the cycle until all six glyphs are destroyed.
Surviving The Witness's Trap
Once per phase (not on the 1st or 6th hand destroyed), destroying a hand and gaining Glyphbreaker may trigger a trap ("The Witness tests you...").
- Identify Hand: Note which hand type triggered the test.
- Shape Puzzle: Look at the Resonance crystals floating in front of The Witness. Glyphbreaker players need to shoot crystals to leave behind a shape matching the triggering hand type (Triangle for Down Hand, Circle for Up Hand, Square for Wall Hand). See reference images for patterns. Shooting wrong crystals results in death.
- Jump: After successfully forming the shape ("The Witness' trap is foiled."), The Witness performs an arena-wide ground shockwave. Watch for its eyes glowing and listen for a sword-draw sound, then jump to avoid instant death.
Damaging The Witness
After the sixth glyph breaks, the central platform rises, and The Witness's chest opens, revealing a crit spot.
- DPS Phase: Gather on the platform and damage the crit spot.
- Avoid Attacks: The Witness fires beams covering half the platform (shift side to side) and performs the ground shockwave (jump). These can happen simultaneously. Use healing abilities.
- Attack Lull: The Witness tires briefly after 3-4 attacks; focus damage.
- Phase End: The Witness rears back and slams the platform down. Jump off the back immediately to avoid death.
Repeat the entire glyph-breaking and damage cycle. You typically have three phases.
Final Stand
When The Witness reaches low health (around 10-15%), final stand begins.
- The Witness becomes briefly immune, then the crit spot reopens.
- Attacks become faster and more frequent.
- You have a very short window (15-20 seconds) to inflict the remaining damage before a wipe. Use Supers and heavy ammo.
Defeating The Witness here completes the raid encounter. The Witness retreats, leaving loot. The story concludes in the Excision mission, accessible afterwards.
Secret Puzzles
Secret Deepsight Puzzle
A puzzle involving hidden conductors and resonance shapes found on a wall display near the start grants a guaranteed Deepsight weapon upon raid completion.
- Locate the wall with 8 columns of 5 shapes after the initial traversal.
- Note the order of shapes in column 3 (from bottom to top), ignoring the 2nd and 4th shapes.
- Find three hidden conductors throughout the raid's traversal sections:
- Conductor 1: During traversal to the first encounter.
- Conductor 2: Past a grate on the wall after the first encounter (instead of jumping up green blocks).
- Conductor 3: After Witness dialogue ("first knife") and jumping up red blocks, after the second encounter.
- Lock each conductor with the correct Resonance type based on the noted sequence. Correct lock confirmation: "Energy flows deeper into the monolith…". Incorrect lock: "Energy retreats from your grasp…".
- Successful completion confirmation: "A boon will be granted…". A chest with the Deepsight weapon spawns after the final encounter.
Raid Mod Puzzle
Requires completing 5 out of 10 specific Triumphs: Touch and Go, Changing Tactics, Singular Torment, Equal Distribution, Careful Calculation, Scenic Route, At Capacity, Balanced Diet, Varied Geometry, Coordinated Efforts. Attempting without prerequisites shows: "You are found lacking."
- Use the shape sequence from column 3 again (bottom to top), this time ignoring the 1st, 3rd, and 5th shapes.
- Find two hidden conductors:
- Conductor 4: Underneath a pair of staircases (interact with a box first: "Energy flows into the architecture.").
- Conductor 5: After the second encounter, in the area with unstable resonance pillars, jump left towards a room separated by a grate (instead of right onto ledges). Interact with a box on the right side.
- Lock these two conductors with the correct Resonance type based on the noted sequence.
- Successful completion spawns a chest after the final encounter containing a raid mod, 5 Spoils of Conquest, and a Rubicon lore book entry.
Rewards
Each encounter has a specific loot pool. Two hidden chests drop Salvation's Edge Raid Mods and random rolls of gear the player has already acquired. Completing the final encounter gives access to a chest where Spoils of Conquest can be spent to purchase specific gear already obtained, or random rolls. Adept weapons can be earned from completing weekly challenges on Master difficulty.
All Legendary weapons from this raid have unlockable Weapon Patterns via Deepsight Resonance, allowing them to be crafted with Weapon Shaping. The first weapon purchased from the final chest each week is guaranteed to drop with Deepsight Resonance if its pattern is not yet complete.
Substratum
Dissipation
Repository
Verity
Zenith
Armor Sets
- Promised Reunion Set (Titan)
- Promised Reign Set (Hunter)
- Promised Victory Set (Warlock)
Extra
- The Rubicon (Lore book)
Mods
Transcript
Mission Starts
The Witness: [whispers] Still here. Struggling against the cosmic tides, compared to which you are so... small.
The fireteam progresses further into the Substratum, overlooking a vast pit with looming statues holding up the Monolith.
The Witness: [whispers] We sought an end to suffering—the tyranny of a universe that doesn't feel. The audacity of that frightens you.
The fireteam completes the Substratum encounter, progressing further into Dissipation and approach the Herald of Finality's arena.
The Witness: [whispers] So confused... to find meaning in this pain. Fall upon our knife. Accept stillness... As Riis, as Fundament, as so many before you were ALLOWED to do. We are not bound by logic. We define its shape. We offer salvation from this... futile struggle.
The Guardians eliminate the Herald of Finality and progress through the Warren.
The Witness: [whispers] Illogical obstinance. Pain can be fleeting. It can also be eternal.
The team draws closer to the Repository.
The Witness: [whispers] You fear answers. Fear the truth you claim to seek. Look beyond this dying garden... or rot in entropy. Each child we save from the game, you again force to play. You call us "Winnower." We are not... but the first knife clutched in its hand. Gods forged us both. But they cannot tell the knife what shape to carve.
The Guardians bypass the Repository and escape Verity, progressing up to the Zenith.
The Witness: [whispers] Is this the chaos you so cherish?
The fireteam comes face-to-face with the Witness.
The Witness: One final act of entropy!
The Witness has a chance to say one of the following lines after each damage phase.
- The Witness: You are insignificant.
- The Witness: Why won't you yield?
- The Witness: Is that all?
- The Witness: You made your choice!
- The Witness: This will be DONE!
- The Witness: Eons of progress will not be stalled by you.
- The Witness: We are so close to perfection!
- The Witness: The Traveler's Light... wanes.
- The Witness: See how your Traveler gifted you only violence!
- The Witness: The Final Shape still has a place for you.
- The Witness: There are no alternatives!
- The Witness: A Gardener's trough? Traded for a blade?
The following usually plays following a second damage phase.
The Witness: What... what... what is this...
The fireteam critically wounds the Witness
The Witness: Impossible. We are... We are in control!
Trivia
- Salvation's Edge had the longest time to a first clear at 18 hours, 59 minutes, and 41 seconds beating out Last Wish by 10 minutes.
- Salvation's Edge also had the longest single encounter clear time, with the Verity encounter alone taking 9 hours.
- Salvation's Edge also had the lowest day one first clear rate out of any other raid in Destiny 2, with only 1 clear in the first 24 hours, beating out Last Wish, which had 2 in the same timespan.
- The Raid includes nearly all enemy species, except for the Fallen.
- During the raid, players have noticed 4 symbols from Vow of the Disciple through each of the encounters, the Give symbol is in a box where you dunk the resonance buffs to extend the looming timer before you wipe, and they can see the finalized statues of Rhulk, Nezarec, and Calus in the second encounter, and in the stairway to the final boss encounter, they also appeared in 6 columns by the stairs but their poses have their arms up like the Worship symbol as if they worshiping the Darkness. And finally, the Guardian's symbol is somewhat different, instead the arms down and being overshadowed by the Traveler, it has become overshadowed not just by the Ghost, but also by The Witness. And considering the prophecy wall in Vow was missing the final symbol, it may be time for the Guardians to make their own fates.
- Despite the different types of Champions that were seen in the Raid itself, there were no Barrier Hobgoblins, Unstoppable Taken Phalanxes, Barrier Colossi, Barrier Knights, Overload Chieftains and Unstoppable Abominations seen in the first, second third, fourth, fifth encounters on Master Mode.
- Salvation's Edge is the first raid where the final boss does not die, instead being killed in the Excision mission.
- The Excision mission can be accessed from several locations in the Pale Heart, including at the end of the raid itself.
- The Verity encounter is the only time in Destiny history where the death mechanic (Catatonic Decimation) was mandatory.