Destiny 2 Week 4 Witch Trials: My Chaotic Journey Through Every Challenge

Destiny 2: Week 4 seasonal challenges (Acolyte's Ascent IV & Forgotten Power) push Guardians to the brink.

Let me tell you about the absolute rollercoaster Bungie has thrown at us this week in Destiny 2. I sat down with my coffee, fully expecting a chill session, and instead got slapped in the face by seven Seasonal Challenges that range from 'oh, that's cute' to 'who hurt you, game director?' Season of the Witch has been a wild ride so far, but Week 4? It's like the Traveler itself decided to test my very soul. If you want that sweet, sweet XP and Bright Dust, you better listen close—because I've already bled, screamed, and occasionally cried through every single one of these so you don't have to.

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Acolyte's Ascent IV: The Rune Scavenger Hunt

Oh boy, this one looks simple, but my Warlock almost threw her book at a wall. Acolyte's Ascent IV asks you to complete Week 4 of "The Bladed Path" quest. Essentially, you pick your second elemental alignment—Arc, Solar, or Void—and then head into a specific Lost Sector to shoot some Hive runes. Sounds like a walk in the EDZ, right? Wrong. The runes are picky little creatures; they only respond to the matching element. I went with Arc and found myself in the Extraction Lost Sector, zapping symbols with my trusty Arc weapon like a paranormal investigator who's way too aggressive.

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Here's the thing—if a rune breaks or decides to just cease existing (yep, they can despawn like a shy Ghost), you have to leave and re-enter the whole Lost Sector. My advice? Move deliberately, don't spray and pray, and pray to whatever deity you prefer. The runes are hidden, so channel your inner detective. I swear one of them was giggling at me from behind a pillar.

Forgotten Power: When the Altars Fight Back

Now we're talking. Forgotten Power forces you to complete a Powerful encounter in the Altars of Summoning—that's the T3 offering, the one that laughs at your build and asks for more. These encounters are brutally hard, and I mean the kind of hard where your fireteam's silence is only broken by someone whispering, "I need an adult." Sacrifice a Powerful Offering and prepare for chaos. I had my Deck of Whispers curated like a five-star menu, and we still barely scraped by. You only need to clear one encounter, thank the Light, but make sure you’re at least 1810 Power and have a solid team. After that, you need to defeat 100 combatants with a damage type matching your subclass. Easy peasy if you're rolling Solar Titan with a flamethrower attitude. Just let your abilities sing, and watch those numbers climb.

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Pro tip: Don't be a hero. If you see a Shrieker, just run. The Architects don't need another victim.

Luminary II: Elemental Slap-fest

This one is straightforward, but Bungie wants you to work for that XP. Kill 300 combatants with Void, Arc, or Solar damage, and bonus progress if they're affected by subclass keywords like Jolt, Scorch, or Suppression. I found Altars of Summoning perfect for this, because you're already there for other challenges and the enemy density is absolutely bonkers. I switched to my Arc Hunter, dodged around like a caffeinated rabbit, and watched Jolt chain lightning through entire mobs. There's something deeply satisfying about seeing a dozen Acolytes turn into sparklers.

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If you're feeling lazy, just load into Savathûn's Spire, trigger a few grenades, and let the keywords do the rest. The challenge practically completes itself—well, as much as any challenge that demands your right to exist can.

Bounty Conjurer: Paperwork? In My Power Fantasy?

Alright, here's a breather. Complete three daily bounties from the Ritual Table in the H.E.L.M. You know, that fancy vendor that lets you focus Witch Engrams into weapons you'll probably dismantle later. The bounties unlock by unveiling Opaque Cards, and if you're like me, you've been hoarding those cards like they're rare Pokémon. The first two rows typically open up bounty slots. I did this in less than ten minutes while sipping my now-cold coffee. It's fine; the caffeine was just a crutch anyway.

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My only complaint? I wish I could auto-complete bounties with sheer willpower after the Grandmaster ordeal. But no, Bungie wants me to interact with the table like a civilized Guardian.

Last Rites: Ability Spam Heaven

Oh, this challenge was MADE for me. Land 150 ability final blows in Savathûn's Spire or Altars of Summoning. I chose the Spire because the enemy density is steady and the difficulty doesn't make me sweat. For Hunters, just go Arcstrider with Combination Blow and Lethal Current—punch, dodge, punch, dodge; it's a rhythm game at this point. Titans can grab the Throwing Hammer and play whack-a-Hive with Synthoceps, while Warlocks go full pyromaniac with Sunbracers and Incinerating Snap. I cackled like Savathûn herself while tossing infinite Solar grenades. The ads didn't stand a chance. In fact, they probably filed a complaint with the Witness.

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Don't overthink this one. Slap on your favorite ability loop, turn off your brain, and let muscle memory carry you to victory. That's what I did, and I think I became one with the Light.

Grandmaster: Where Hope Goes to Die

I need a moment just typing this. Grandmaster Nightfalls are available, requiring 1,800 Power to even enter—but the enemies cap you at 1,815, so you're permanently at a -25 Power delta. Everything hits like a freight train. Everything. My max Resilience Titan felt like a wet paper towel when a single Vandals sneezed in my direction. This week's Nightfall is The Devil's Lair? The Corrupted? Doesn't matter; the boss room will test friendships.

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You must bring a fireteam, because matchmaking is disabled and the game actively wants you to suffer—in a good way, I promise. My squad went with two Wells and an Invis Hunter, loaded up on damage resistance mods, and we still wiped more times than I care to admit. Winning doesn't require Platinum; just survive and kill the boss. I never thought I'd say this, but thank the Traveler for Banner Shield. If you're struggling, remember: patience is key, and so is screaming into your pillow between attempts.

Calibrate Close Range: SMGs for Days

Finally, something that doesn't make me want to curl up in the Tower and cry. Eliminate 200 enemies with close-range weapons—Sidearms, SMGs, Shotguns, Glaives, and Swords. Bonus progress for defeating Guardians, but I ignored that because I value my sanity. I grabbed my favorite IKELOS SMG (still a monster, even in 2026) and farmed Savathûn's Spire. The Spire is a close-range playground; thralls rush you like they're giving out free hugs. Glaives also work wonders if you want to feel like a knight of old, poking things to death with a pointy stick.

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Honestly, this challenge was therapeutic after the Grandmaster. I stood in a corridor, held down the trigger, and let the bullets do the talking. Sometimes, simple violence is the best medicine.

The Aftermath

That's all seven challenges. Completing them netted me a mountain of XP, a pile of Bright Dust, and a few gray hairs. But I gotta say, Season of the Witch keeps delivering that perfect mix of chaos and progression. By the time you finish, the Ritual Table will feel like an old friend, and the Altars of Summoning will feel like your personal rage room. Just remember: Guardian, you're not alone. We're all out here, punch-dodging and grenade-spamming, trying to make Shaxx proud. Now if you'll excuse me, I need to go lie down and let my ghost revive my will to live.

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