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How To Unlock The Dual Destiny Mission
Dual Destiny Walkthrough
Farming The Exotic Class Item
Exotic Class Item Rolls
Destiny 2: The Final Shape has not only redefined the meta with Prismatic, but it has also fundamentally altered the Exotic armor game with the Exotic class item. All Prismatic subclasses can equip an Exotic class item in place of a traditional Exotic armor piece, granting you the effects of two Exotics instead of just one.
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Hunters can run Caliban's Hand with Synthoceps. Warlocks can wield the power of Apotheosis Veil and Star-Eater Scales, Titans can use Assassin's Cowl with Precious Scars. There are dozens of powerful combinations, but you'll need to farm for it first. This guide will explain how to complete the Dual Destiny mission, the hidden Exotic mission that drops this item, and showcase all possible rolls you can get on the Exotic class item.
How To Unlock The Dual Destiny Mission
Dual Destiny is a hidden mission found in the Pale Heart destination. To unlock this mission, you must complete the final tier of Overthrow and defeat a Secret-Keeper of the Witch Queen a total of three times. Boot up the Overthrow activity in The Impasse and complete the activity. Once the boss is dead, you should see the message "A Secret-Keeper of the Witch Queen is nearby." Head to the following locations and kill them:
- The Landing: Bottom-right of the map, inside a small cave.
- The Blooming: Top-right corner of the map. Run into the cave entrance protected by a Taken Eye, the same area as a potential Public Event.
- The Impasse: Botton-left corner of the map, next to the rock ledges that lead to the nearby Lost Sector.
You must complete Overthrow and defeat the Secret-Keeper in all three locations. Once you've done this, you should see a green pillar of light in The Blooming. Fast travel to the area and make your way towards the beam. It'll lead you to The Refraction.
At The Refraction, you'll need to kill nearby Dread until a Subjugator spawns. Damage the Subjugator until it retreats, spawning a Light or Darkness orb. A second Subjugator will spawn further in the area and spawn the second orb you need. Dunk both orbs at the waypoint on your HUD. This will unlock the Dual Destiny mission for your character. You don't need to do this again; the mission will permanetly be accessible from the Pale Heart map.
Dual Destiny Walkthrough
Dual Destiny Restrictions
You must complete this mission with a partner. You cannot solo this mission or clear it with three players.
Additionally, your partner must have the opposite Super type (Light or Dark) equipped. If you're running a Light Super, they need a Dark Super and vice versa. The mission locks your subclass, so choose your build carefully.
Light And Darkness Plates
This mission starts in the chamber you slammed the Light and Darkness orbs in. The Super you have will determine if you're aligned with Light or Darkness. Keep this in mind, as it's a core mechanic throughout the entire mission. At the end of the chamber is an energy field and two plates. You must stand on the plate the correlates with your elemental alignment. Darkness stands in orange, while Light stands in white. If done correctly, the field will vanish.
Light And Darkness Symbols
After a short jumping section, you'll arrive in a two-story cave with a Light floor and a Dark floor. Both players must eliminate miniboss units of their element type; they're invulnerable to the opposite player. Each of these enemies will drop a mote that will empower your character, allowing them to see symbols nearby. Light players must look at pedestals and call out which symbols they see, in order of left to right.
Darkness players must then shoot symbols on the top floor based on the Light player's order. For example, if they see Forsaken and Black Heart, the Darkness player would shoot Forsaken first then Black Heart. If done correctly, both of you will be teleported to another room after a short delay. Repeat the process three times, juggling an additional symbol each time.
Light and Dark roles swap each room.
Platforming Section
The next part of this mission is a fairly lengthy platforming section. Follow the edge of the Pyramid structure and look out for any red lights. Use the images above as a reference. After crossing a series of red chasms and a blue-lit walkway, you'll enter a room with a series of Light and Dark plates. Work with your partner to empower all three sets. Once charged, the entrance to the next encounter will open.
Crux Of Darkness Matching
You and your partner will need to communicate for this next part. The exit to this arena is blocked by a series of Pyramid cruxes that are empowering a blockade. You and your partner are going to see different cruxes powering the device. Your goal is to shoot the cruxes that are active for both you and your partner. For example, cruxes 4, 8, and 9 match in the images above. We suggest doing callouts like a clock, numbering each crux clockwise. Three cruxes will match.
To shoot a crux, you'll need to defeat a Tormentor first. Kill the army of Dread forces until a Tormentor spawns in the center, then wipe them out. Whoever kills the Tormentor must shoot the cruxes. Call out which cruxes match, fire the matching symbols, and the field should begin to weaken. Repeat the process until the field is destroyed.
If you play on PC, you can stream your perspective on Discord or similar apps to make callouts much easier.
Subjugator Boss Fight
After a short platforming section with more plate charging, you'll arrive at the final boss arena. You'll need to eliminate two Subjugators in 18 minutes. You'll only fight one to start, with the second one tagging in partway through the fight. Be sure you have a build with good survivability and single-target damage for this part.
Simply damage the Subjugator until they hit their first health gate at roughly two-thirds HP. At their health gate, the Subjugator will become immune and begin to spawn waves of Dread enemies. Eliminate the Dread enemies and the subsequent Light and Dark majors that spawn. This will spawn symbols around the Subjugator. The Light player must call out the order of symbols that the Darkness player must shoot. The order is from top to bottom.
After another DPS phase, the second Subjugator will spawn in the back of the arena. Repeat the process here. Damage the boss until it loses a third of its health, kill adds, then have the Darkness player give callouts for the floating symbols that Light must shoot. Damage the Subjugator once more to start the next section.
Now that both Subjugators are weak, you'll need to break both bosses out of safety by matching cruxes on both sides of the arena. Split up from your partner to read each Crux panel. They're located next to each Subjugator chamber that the bosses are hiding in. Both players must shoot the same crux that's active—only one is active this time. The plate rotates rather quickly, so you'll need to communicate via voice chat. Once again, mark the plate like a clock for easy callouts.
Do this a total of three times, and both Subjugators will become vulnerable. Now is your chance to finish the fight. Use your Super, Heavy ammo, and everything else in your kit to defeat both bosses.
But the mission isn't over yet. Before you can claim both class items, you'll first be thrown into a 1v1 fight with your partner. You can choose to either fight your partner or declare peace. The shard in front of your chamber will start a PvP fight, while the shard behind you will bypass the PvP fight. Regardless of what you two choose, the mission will complete. Stand on the plates and claim your new Exotic class item.
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Farming The Exotic Class Item
Once you've completed the Dual Destiny mission, you have one of two ways of farming the Exotic class item:
- Complete the Dual Destiny mission (guaranteed drop).
- Open Pale Heart chests (rare chance).
- This includes Vestige chests.
Dual Destiny is generally the best option for players with good communication skills and a high-skill friend to play with. If you tend to play solo or dislike communication-heavy missions, then you can farm Pale Heart chests. Any chests from the Pale Heart can drop the class item, although the drop rate is fairly low. If you strictly farmed destination chests, you can expect roughly one class item per hour.
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Exotic Class Item Rolls
The Exotic class item has 16 perks it can roll with, split evenly in each column. These perks are slightly weaker versions of pre-existing Exotics, some of which originate from other classes. For example, Hunters can get Synthoceps, Titans can get Verity's Brow, and Warlocks can get Assassin's Cowl. Only one perk is rolled in each column. If you don't like what you got, you'll need to farm for another class item.
Perk pools for each class item can be found below, divided between each class. Bear in mind that these perks aren't quite as strong as their original variant, and the Exotic class item may only be used on Prismatic subclasses.
Perk information is based off the May 9, 2024 TWID.
Relativism - Hunter Exotic Cloak
Column One | Column Two |
---|---|
Assassin's Cowl Finishers and powered melee final blows grant invisibility. | Star-Eater Scales While your Super energy is full, picking up an Orb of Power overcharges your Super, granting it bonus damage. |
Heart of Inmost Light Using an ability empowers the other two abilities, granting them improved energy regeneration | Synthoceps Improved melee damage when you're surrounded. |
Ophidian Aspect Weapons ready very quickly. | Verity's Brow Weapon final blows with a damage type matching your grenade grant a stacking grenade damage bonus. |
Dragon's Shadow Using your class ability reloads all weapons and increases weapon handling speeds for a brief time. | Cyrtarachne's Facade Gain Woven Mail when you use your grenade. |
Shards of Galanor Hits and final blows with your Super will return Super energy after it ends. | Gyrfalcon's Hauberk Your Void weapons gain Volatile Rounds after you emerge from being invisible. |
Foetracer Damaging a powerful combatant or Guardian with an ability grants you a temporary damage bonus for weapons matching that ability's element. | Liar's Handshake Dealing damage with a powered melee or being hit by a melee attack will allow you to follow up with an extremely powerful melee counterpunch. |
Caliban's Hand Powered melee final blows trigger an ignition. | Wormhusk Crown Dodging gives a small health and shield bump. |
Renewal's Grasp Allies inside the Duskfield take reduced damage, and targets inside the area deal reduced damage. | The Sixth Coyote Gain an additional class ability charge. |
Stoicism - Titan Exotic Mark
Column One | Column Two |
---|---|
Assassin's Cowl Finishers and powered melee final blows grant invisibility. | Star-Eater Scales While your Super energy is full, picking up an Orb of Power overcharges your Super, granting it bonus damage. |
Heart of Inmost Light Using an ability empowers the other two abilities, granting them improved energy regeneration | Synthoceps Improved melee damage when you're surrounded. |
Severnace Enclosure Powered melee or finisher final blows unleash a damaging explosion. | Point Contact Brace Damaging a target with a powered melee causes all nearby enemies to suffer lightning strikes and become jolted. |
Hoarfrost-Z Your Barricade becomes a wall of Stasis crystals that slows nearby targets when created. | Precious Scars Final blows with weapons that have a damage type matching your Super's element create a burst of healing around you that grants allies restoration. |
Eternal Warrior Gain a damage bonus for weapons matching your Super's element when your Super ends. | Khepri's Horn Your Barricade unleashes a blast of Solar energy that scorches targets |
Abeyant Leap Improves Drengr’s Lash. Drengr’s Lash projectiles track targets more aggressively and travel further. | Crest of Alpha Lupi Generates a healing pulse when Barricade is activated. |
Ursa Furiosa Move faster while guarding with the Unbreakable shield. Damage blocked with Unbreakable is converted to Super energy. | Armamentarium Gain an additional grenade charge. |
Solipsism - Warlock Exotic Bond
Column One | Column Two |
---|---|
Assassin's Cowl Finishers and powered melee final blows grant invisibility. | Star-Eater Scales While your Super energy is full, picking up an Orb of Power overcharges your Super, granting it bonus damage. |
Heart of Inmost Light Using an ability empowers the other two abilities, granting them improved energy regeneration | Synthoceps Improved melee damage when you're surrounded. |
Ophidian Aspect Weapons ready very quickly. | Verity's Brow Weapon final blows with a damage type matching your grenade grant a stacking grenade damage bonus. |
The Stag Your Rift provides damage reduction to allied Guardians standing in it. | Vesper of Radius Rifts periodically release Arc shockwaves. |
Secant Filaments Casting an empowering rift will grant you Devour. | Mantle of Battle Harmony Final blows with weapons that have a damage type matching your Super's element grant you Super energy. |
Necrotic Grip Damaging combatants with your melee poisons them. Defeating a poisoned enemy spreads the condition. | Starfire Protocol Grenades recharge from empowered weapon damage, with empowered weapon final blows granting more energy. |
Osmiomancy Gloves Your grenades recharge quicker on hits. The seeker spawned from Coldsnap grenades travels further. | Swarmers Destroying a Tangle spawns Threadlings. |
Apotheosis Veil Temporarily gain greatly increased melee and grenade regen after your Super ends. | Claws of Ahamkara Gain an additional melee charge. |
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