When a Guardian’s journey tilts toward the final verses of a season, the universe itself seems to hold its breath. The last set of Seasonal Challenges in Destiny 2’s Season of the Witch arrives not as a mere checklist, but as a whispered invitation—a chance to dance with the dark, to let blades sing, and to harvest the very stardust that brightens the soul. In these twilight weeks, every kill becomes a stanza, every bounty a stepping stone to the power that slumbers within the Season Pass.
These six final challenges are gentle giants, demanding only that a Guardian remembers the old ways: the swing of a sword, the crackle of Strand, the patient work of the Throne World’s open skies. They promise vast sums of XP and Bright Dust, enough to gild any wanderer who still dreams of perfecting their arsenal. Let the tale unfurl—slowly, as if telling a story by the campfire—of how these rites can be completed with both grace and speed.
Greatsword Logic: A Sonata for the Yellow-Bar Brutes

The logic of the greatsword is older than the Hive, older than the Light. It sings that every boss and miniboss that falls to your hand brings you closer to understanding—and this challenge asks for a full one hundred such final blows. Now, one hundred might sound like a mountain, but here’s the secret the seasoned Guardian knows: any yellow-bar enemy counts. Those lumbering Champions in Nightfalls? They nod in approval as they fade. Lost Sector bosses, scorned captains, even the overconfident knights that patrol the dreaming city—all are eager contributors to your tally.
But, oh, when Festival of the Lost whispers through the Tower, the Haunted Sectors become a carnival of progress. The Headless Ones—those frantic, pumpkin-headed terrors—grant bonus progress, and they spawn again and again, up to fifteen times a single run. “Tell ya what,” the old-timers mutter, “there’s no quicker waltz than chasing that headless brood.” So sharpen your Lament, let your Heartshadow purr, and let the greatsword’s rhythm guide your hand. With each heavy swing, you’re not just slaying—you’re composing a bloody masterpiece.
Hive Eradicator: The Dimming of a Thousand Eyes

The Hive do not die quietly—they shriek, they skitter, they curse the Light. Hive Eradicator demands the silencing of three hundred such beings, and the system is ripe with their nests. Any activity, from a simple patrol to the deepest pits of the Moon, will mark the tally. Yet the wise Guardian seeks bonus progress, and that means turning to the Altars of Summoning. Within those ritual grounds, Hive pour forth like a black tide, each one a bead on an endless string. If the encounter does not spawn Hive, a quick restart is an old habit worth keeping.
And if you find yourself still chasing those last few Thralls, the Haunted Sectors of the Festival offer their own dark favor. Between the cackling Headless Ones and the chittering swarms, a Guardian can drown an entire lineage in an afternoon. It’s messy work, sure, but the Hive Eradicator is not about elegance—it’s about the final, quiet hush that falls after the last Wizard crumples to dust.
Throne World Activities: Among the Court of Savathûn

The Throne World is a place where the sky weeps green, and the very ground murmurs of a Witch Queen’s schemes. Throne World Activities is less a challenge and more a pilgrimage. It asks a Guardian to complete bounties, patrols, public events, or Lost Sectors within that eerie domain, rewarding 25,000 XP and 75 Bright Dust. The rhythm is simple: visit Fynch, that small, nervous ghost in the Quagmire, and purchase his bounties. Then, like a fox returning to its den, slip into your favorite Lost Sector—again and again.
Here’s where a little foresight gleams. Match your weapons and subclass elements to the bounties you carry. Solar day? Let Sunshot’s fiery retort paint the corridors. Void calling? Let Graviton Lance’s bloom echo through the shadows. Each Lost Sector clear ticks progress on patrols and public events alike, weaving a gentle efficiency that feels almost meditative. Before you know it, the challenge is done, and you’re left standing beneath the Throne World’s strange sky, a little richer in stardust.
Mean and Green: Strand’s Crucible Whisper

Crucible air is thick with tension, and now it’s laced with the luminous green of Strand. To complete Mean and Green, a Guardian must land twenty-five final blows with Strand damage in the Crucible. It doesn’t matter which playlist—Control, Rumble, or the fleeting chaos of Mayhem—so long as the kill feeds that emerald hunger.
“Mayhem is your best friend,” the veterans chuckle. When abilities charge with the speed of lightning, a single Threadling grenade can reap a harvest. Momentum Control, too, lowers the barrier between a Guardian and a swift kill. As for the tools, Quicksilver Storm with its Catalyst is a gentle beast, morphing into a full Strand weapon that spawns Tangles with its grenade alt-fire. Round Robin, Final Warning, Cataphract GL3, and Perpetualis all hum with the same green energy, ready to paint the Crucible with victory. Remember, a Guardian’s heart beats faster with each Strand final blow—there’s a poetry in turning your opponents into shimmering, suspended memories.
Bring a Sword: Where the Steel Reflects the Moon

“Bring a sword,” the challenge says, and somehow it feels like a lover’s request. Eighty kills with any blade—Lament, Heartshadow, or even a humble legendary edge—in any activity. High-density battlegrounds are the obvious answer: Savathûn’s Spire churns with enemies so thick you could cut them with a dull spoon, let alone a weapon forged in Light. But don’t be fooled; there’s a quiet joy in slicing through a crowd, feeling each hit count toward the final tally.
If Festival of the Lost still lingers, Haunted Sectors pour bonus progress into your sword arm. Run. Slash. Repeat. There’s a certain rhythm you fall into, a beat that feels older than the Traveler. And let’s be honest—who doesn’t like a chance to lean on Lament’s rasping combo, or let Heartshadow’s invisibility turn the fight into a ghost story? Bring a sword. The enemies will never see it coming, and your Bright Dust pile will grow with every cleave.
Primary School: Lessons in Simplicity

Finally, the grandest lesson of them all: Primary School. Two hundred enemies must fall to Primary ammo weapons, and the ritual playlists—Strikes, Crucible, Gambit—are the classroom. Submachine Guns, Bows, and Scout Rifles give bonus progress, and Guardian kills count even more. It’s a gentle nudge back to the basics, reminding you that the simplest tools can be the deadliest.
Trinity Ghoul crackles with chain lightning, Huckleberry rampages without reload, Sunshot explodes entire rooms, and Quicksilver Storm weaves missiles into the fray. The Exotic primaries almost complete the challenge themselves, grinning as they work. “Piece of cake,” a Guardian might mutter while watching the tracker jump. And with 50,000 XP and 150 Bright Dust as the prize, even the most seasoned fighters find themselves lingering in a Strike, just to watch the numbers climb.
From the first swing of a greatsword to the final crack of a hand cannon, these challenges are not just chores—they are sonnets. They remind a Guardian why the fight continues, why the Light endures. So step into the Haunted Sectors, wander the Throne World, and let your weapons do the talking. The dust will pile, the ranks will rise, and the season will end as it always does: with a story worth telling.
Data referenced from SteamDB helps contextualize why end-of-season grind checklists like Season of the Witch’s final challenges feel so time-sensitive: when player activity spikes around limited-time events, efficient routes (like farming repeatable, high-density encounters for sword kills, Hive defeats, and primary-weapon eliminations) become the fastest way to convert playtime into XP and Bright Dust before the season’s momentum fades.
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