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Contents

  • Curse of Osiris
    • An Overview
      • Osiris Backstory
      • What’s New?
    • The Lighthouse
    • Infinite Forest
    • Campaign and Strikes
      • The Gateway
      • A Deadly Trial
      • Beyond Infinity
      • Deep Storage
      • Tree of Probabilities (Campaign and Strike)
      • Hijacked
      • A Garden World (Campaign and Strike)
      • Omega
    • Mercury Adventures
    • PVP
      • Radiant Cliffs
      • Pacifica
      • Wormhaven (PS4 Exclusive)
  • Field Manual
    • Introduction and Overview
    • Guardian Creation
    • Basic Actions
    • Guardian Abilities
    • Titan Abilities
    • Hunter Abilities
    • Warlock Abilities
    • Weaponry
    • Armor
    • Other Gear and Vehicles
    • Navigation
    • Progression
    • Grinding and Gear
  • Campaign
    • Overview
    • Homecoming
      • Overview
      • Tower Watch
      • Tower Hangar
      • Tower Plaza
      • Tower North
      • The Chosen
    • Adieu
      • Overview
      • Escaping the Last City
      • The Farm
    • Spark—Pt. 1
      • Overview
      • Quarantine Sector 236
      • Blackened Forest
    • Spark—Pt. 2
      • Overview
      • The Dark Forest
    • Hope
      • Overview
      • Sinking Docks
      • Siren’s Watch
    • Combustion
      • Overview
      • Salt Mines (1st Mission)
      • Salt Mines (2nd Mission)
      • Salt Mines (3rd Mission)
    • Riptide
      • Overview
      • The Rig
      • Tidal Anchor
    • Utopia
      • Overview
      • Access Terminal
      • Festering Halls
    • Looped
      • Overview
      • Artifact’s Edge
      • Hallows
      • Sunken Cavern
      • Well of Giants
    • Six
      • Overview
      • The Cistern and Pools of Luminance
      • Glade of Echoes
      • Exodus Black
    • Sacrilege
      • Overview
      • Terrabase Charon (1st Mission)
      • The Wraith Mines
      • Terrabase Charon (2nd Mission)
    • Fury
      • Overview
      • Giant’s Scar (1st Mission)
      • Excavation Site II
      • Giant’s Scar (2nd Mission)
      • Warmind VaultJYS-2
    • Payback
      • Overview
      • The Tunnels
      • Sunken Isles
    • Unbroken
      • Overview
      • Legion’s Hold
      • Legion’s Watch
    • Larceny
      • Overview
      • Legion’s Anchor
    • 1AU
      • Overview
      • Starboard Landing
      • Mineral Processing
      • Sunside (1st Mission)
      • Sunside (2nd Mission)
    • Chosen
      • Overview
      • Peregrine District
      • Systems Deck
      • Quarterdeck
  • Strikes
    • Overview
    • The Pyramidion
      • Overview
      • The Rupture (Entrance)
      • The Rupture
    • The Inverted Spire
      • Overview
      • The Cistern
      • The Anchor
      • Legion Drill Site
      • The Inverted Spire
    • Exodus Crash
      • Overview
      • Prodromus Down
      • Exodus Black
      • Glade of Echoes
      • EX-077 Command
    • The Arms Dealer
      • Overview
      • Legion’s Anchor
      • Sunken Isles
      • Legion’s Hold
      • Echion Vae
    • Savathun’s Song
      • Overview
      • Solarium
      • Arboretum
      • Chasm of Screams
  • Crucible
    • Overview
    • Match Types
    • Crucible Map Icons
    • The Dead Cliffs
      • Overview
      • Locations and Match Types
    • Endless Vale
      • Overview
      • Locations and Match Types
    • The Fortress
      • Overview
      • Locations and Match Types
    • Legion’s Gulch
      • Overview
      • Locations and Match Types
    • Altar of Flame
      • Overview
      • Locations and Match Types
    • Vostok
      • Overview
      • Locations and Match Types
    • Midtown
      • Overview
      • Locations and Match Types
    • Javelin-4
      • Overview
      • Locations and Match Types
  • Adventures
    • Overview
    • EDZ Adventures
      • A New Frontier
      • Calling Them Home
      • Poor Reception
      • A Frame Job
      • Dark Alliance
      • Reverse the Polarity
      • Getting Your Hands Dirty
      • Unsafe at Any Speed
      • Red Legion, Black Oil
      • No Safe Distance
      • Stop and Go
      • Anti-Anti-Air
      • Supply and Demand
    • Titan Adventures
      • Thief of Thieves
      • Bad Neighbors
      • Siren Song
      • Deathless
    • Nessus Adventures
      • Unbreakable
      • Ghost in the Machine
      • The Vex Trial
      • Release
      • A Tale of Two Confluxes
      • Assault of Black
      • Key to the Network
    • Io Adventures
      • Arecibo
      • Postmodern Prometheus
      • Unexpectred Guests
      • Cliffhanger
      • Road Rage
  • Lost Sectors
    • Overview
  • World Quests
    • Overview
    • EDZ World Quest: Enhance!
      • Mission 1: Odd Symptoms
      • Mission 2: Show and Intel
      • Mission 3: Differential Diagnosis
      • Mission 4: Experimental Treatment
    • Titan World Quest: Enemy of My Enemy
      • Mission 1: A Visit to Command
      • Mission 2: Data Requisition
      • Mission 3: Report to Sloane
      • Mission 4: Lighting the Dark
      • Mission 5: Chances and Choices
      • Mission 6: At Full Power
    • Nessus World Quest: The Exodus Black
      • Introduction
      • Mission 1: Speak to Failsafe
      • Mission 2: Uncovering the Past
      • Mission 3: The Captain
      • Mission 4: Talk to Failsafe
    • Io World Quest: King’s Shadow
      • Mission 1: The Hunt
      • Mission 2: The Conversion
      • Mission 3: Asher’s Theory
      • Mission 4: The Army
      • Mission 5: Trapped
  • Patrols
    • Overview
  • Public Events
    • Overview
    • Full Public Event Types (Eight Types, 34 Total)
    • Secret Public Event Types (10 Types, 93 Total)
    • Public Event Availability Chart
  • Challenges
    • Overview
  • Director
    • Introduction and Overview
    • European Dead Zone
      • EDZ Overview
      • EDZ: Initial Activities
      • EDZ: All Activities
      • The Farm
      • Sojourner’s Camp
      • Outskirts
      • Trostland
      • Salt Mines
      • Maevic Square
      • The Reservoir
      • The Sludge
      • The Dark Forest
      • Quarantine Sector 236: Blackened Forest
      • Winding Cove
      • The Gulch
      • The Tunnels
      • Firebase Hades
      • Sunken Isles
      • Legion’s Anchor
      • Legion’s Hold
      • Legion’s Watch
      • Echion Vae
    • Titan
      • Titan Overview
      • Titan: Activities
      • Sinking Docks
      • Siren’s Watch
      • The Rig
      • Tidal Anchor
      • Solarium
      • Festering Halls
      • Arboretum
      • Chasm of Screams
    • Nessus
      • Nessus Overview
      • Nessus: Activities
      • Artifact’s Edge
      • The Tangle
      • Chamber of Stone
      • The Mists
      • Well of Echoes
      • Watcher’s Grave
      • Chamber of Water
      • The Cistern
      • Pools of Luminance
      • Well of Flame
      • The Anchor
      • Excavation Site VII
      • The Inverted Spire
      • Hallows
      • Glade of Echoes
      • EX-077 Command
      • Sunken Cavern
      • Well of Giants
      • Exodus Black
      • Chamber of Sky
      • Prodromus Down
    • Io
      • Io Overview
      • Io: Activities
      • Lost Oasis
      • Spine Burrows
      • The Rupture
      • The Endless Gate
      • Pyramidion
      • Terrabase Charon
      • The Wraith Mines
      • Warmind Vault JYS-2
      • Giant’s Scar
      • Excavation Site II
    • The Tower
      • The Tower Overview
  • The Bestiary
    • Overview
    • Cabal: The Red Legion
    • Fallen
    • The Hive
    • The Vex
    • The Taken
  • Weapons
    • Overview
    • Kinetic and Energy Weapons
    • Power Weapons
    • Exotic Kinetic Weapons
    • Exotic Energy Weapons
    • Exotic Power Weapons
  • Armor
    • Overview
    • Titan Armor
    • Hunter Armor
    • Warlock Armor
  • Trophies and Achievements
    • Achievements List
  • PS4 Exclusive Content
    • Strike: Lake of Shadows
      • Overview
      • Trostland and Maevic Square
      • The Reservoir
    • Crucible: Retribution
      • Overview
      • Locations and Match Types

Destiny 2 Guide › Strikes › Savathun’s Song

Arboretum

Restricted Zone

Enemies Encountered
  • hive: Acolytes, Wizards, Shriekers, Knights
  • Sub-Bosses: Ogres, Shriekers
Objectives
  • Find the source (continued).
  • Disrupt the void ritual.
  • Find the source (continued).
  • Scan the object.
  • Locate the crystal cave.
  • Destroy the crystals (6).
  • Kill the first Ogre.
  • Kill the second Ogre.
  • Destroy the crystals (6).
  • Disrupt the void ritual.
  • Make your way back to the plug.

Main Hall and The Pit

Super: Recommended (one player) / Grenades: Recommended

Make short work of the minimal Acolyte threats, avoid the Hive trap, and head through the pinkish entrance corridor into the main hall. Once inside the hall, make a left turn. Have two teammates remove the additional Acolyte threats and engage a Void Wizard. The toughest of your team must immediately vault up the steps to grab a void charge (a ball of void energy) and run it forward to an area just below a floating Hive Shrieker.

As you’re cut down in seconds from Shrieker fire, you may want to delay grabbing this and focus on defeating the Shrieker using the weaponry all three of you have. A better plan is to quicken this by having two teammates hit the Shrieker while one of you deposits the void charge into the receptacle, opening the path deeper into the Arboretum (this usually dismisses the Shrieker, too). Launching a Super is a reasonable plan, but if you can finish off foes in the main hall without using it, it’s helpful for the next major confrontation.

Drop down into the Pit, and scan the strange chained object in the middle of the Hive nest. You’re tasked with finding more of these crystals, though this area is sometimes referred to as a “plug” (as it is sealing a lower area you must eventually break into). You can attack the remaining chambers of the Arboretum once you find and destroy the crystals in an adjacent cave (though variations exist where you enter different parts of the Arboretum first).

Bio-Dome Mezzanine

Super: Recommended

Grenades: Recommended

Variations: Entering a Sector in a different order, entering this area and disrupting a Hive ritual instead of taking down two Ogres.

Sub-Bosses: Head into one of the side chambers off The Pit. Engage Acolytes and a toughened Knight in combat before blasting (or punching) the six glowing crystals embedded in the Hive cave until the blocked doorway becomes accessible. Enter the mezzanine.

There’s little time to look at the view of the massive bio-dome you’re in; focus your attention instead on the vicious Ogre. Beware of Knights, Acolytes, Hive anchor traps, and a second Ogre in the upper mezzanine you must pass through. Acolytes and two or three Hive Wizards back up the Ogre. As you’d expect, killing all of them isn’t easy if you rush the area, so hang back and remove foes at range if possible. Alternately, execute a Super. After you clear this mezzanine, head into a second crystal cave.

Upper and Lower Mezzanines

Super: Recommended

Grenades: Recommended

Variations: Entering a Sector in a different order, entering this area and taking down two Ogres instead of disrupting a Hive ritual.

Reach another crystal cave from the bio-dome mezzanine (which is linked to the Pit), and after dropping the enemy Acolytes, destroy the six crystals. You’re able to access the upper mezzanine area, where you must halt a void ritual. This is achieved using the same technique as earlier, but there are far more problematic threats at this point. Take defensive positions behind and around the low walls, and tackle the nearer Acolytes and Knights first. Dodge the anchor traps and press forward into the mezzanine area, where two Void Wizards are being summoned. Make them priority targets for one of your teammates while the other two take on the nearest Knights and Acolytes.

Sub-Bosses: The action now borders on the ludicrous. You’re expected to head into the lower mezzanine, battle against multiple Acolyte and Knight threats, take down an Ogre, and then slot in a void charge that two Shriekers are guarding. You can grab the charge (which one of you gathered from the area above where the Wizards were), sprint down over low walls, and die. Or, you can work as a team, grabbing the void charge when your teammates are ready to cover you, and then using the lower mezzanine scenery as cover. This is especially important as you reach the Shriekers due to their rapid-fire offense. Jump to the white columns and planters so you’re not struck by too many attacks. Have the two teammates without the charge launch their Supers: one to kill the Ogre before the Shriekers, and the other to take on the Shriekers while the charge is slotted.

When the madness temporarily ends, head down the L-shaped main hallway and back to the Pit, where two Wizards are waiting. Remove them as threats, and the plug is removed; the anchor crystal dissolves, and you drop down into the Chasm of Screams.

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