Dual Destiny: Difference between revisions
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|image =[[File:Dual Destiny.jpg|350px]] | |image =[[File:Dual Destiny.jpg|350px]] | ||
|player = 2 | |player = 2 | ||
|light = | |light = 1995 | ||
|place = [[The Pale Heart]], [[The Traveler]] | |place = [[The Pale Heart]], [[The Traveler]] | ||
|factions=[[The Dread]] | |||
|races=[[Taken]] | |||
|objective = Two [[Guardian]]s enter the depths of the [[The Pale Heart|Pale Heart]] in search for power… | |objective = Two [[Guardian]]s enter the depths of the [[The Pale Heart|Pale Heart]] in search for power… | ||
|nowalk= yes | |nowalk= yes |
Latest revision as of 23:54, October 6, 2024
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Two Guardians enter the depths of the Pale Heart in search for power… |
Dual Destiny is a secret Exotic Mission introduced in Episode: Echoes as a part of The Final Shape. This mission can only be done 2 players in a fireteam, and completing it will reward the players with the Relativism, Stoicism, and Solipsism Exotic Class Items, based on what Guardian class the player is upon mission completion.
Objectives[edit]
- This section needs expansion. You can help Destinypedia by expanding it.
- Escape
- Explore the Anomaly
- 5:57
- 13:41
- Find Balance
- 4:19
- Mastery of Balance
- 10:44
- Claim Your Reward
- Schism
- Find Balence
- 0:58
- Find Balence
- Revelation
Walkthrough[edit]
Unlocking Dual Destiny[edit]
In order to unlock the mission, players must first complete each Overthrow activity within The Landing, The Blooming and The Impasse. Once the boss for the activity has been defeated and the dialogue is finished, the following text will be displayed: "A Secret-Keeper of the Witch Queen is near…". Players will then have to find the Secret-Keeper, and depending on what area they are in, must knock down their shield or release them in order to kill them and crush its Ghost.
Once all 3 Secret-Keepers have been killed, players should fast travel to The Blooming. Over to where The Refraction is located, a green beam of light will be visible in the sky. Following this light will lead players into the boss room where the Pillar of Silence was fought in Exegesis. Reaching the other end of the room where players entered from in the aforementioned mission will accrue the players with a 7 minute buff called Savathûn's Envoy. Players must immediately begin heading towards the area where Ikora's crashed ship is located, as two Cruxes of Darkness accompanied by Dread units will spawn. Upon clearing a certain set of Dread units, Expector Selin and Expector Yemiq will spawn in, one at each Crux. Lowering them to two thirds of their health will cause them to teleport away, dropping an orb of Refracted Light and and orb of Sublimated Darkness in the process. The players must collect these orbs and carry them back towards the boss room mentioned earlier. Once entered, the plates of Light and Darkness from Exegesis will be active, and the players must dunk both orbs into the proper plates. Once completed, the exotic mission will appear as node in the room, and on The Pale Heart's Director Map. Only 2 players are required to access the Exotic mission.
Progressing through the Cavern[edit]
When starting the mission, both players will be unable to change their subclass, and they will automatically be given the Light Aligned buff if they have a Void, Solar, or Arc subclass equipped or the Darkness Aligned buff if they have a Stasis or Strand subclass equipped; players that have a Prismatic subclass equipped will be given either buff. This is very important as it is used to assign the plates and call out the symbols from the Vow of the Disciple raid throughout the mission. The player with the Light Aligned buff must stand on the plate glowing blue and the player with the Darkness Aligned buff must stand on the plate glowing orange. Once both players step on their assigned plates for the first time, a 6 minute timer will begin counting down and the Darkness barrier blocking the way forward will be lowered. There will also be Hive crystals hidden throughout the mission that players can shoot to extend the timer by 2 minutes. Heading down into the the pit and then up from the right to enter the next area, both players must head into the cave located towards the other end of the area they entered and must stand on their assigned plates located on opposite ends of the cave to disable another Darkness barrier. Once disabled both players must head into the area where the Moth-Infested Cavern Cyst begins and the Sword Dance Cyst ends, and they will see a rally flag, signifying the start of the first encounter.
Once both players have stepped on their assigned plates once again, 10 minutes will be added to the timer and the encounter will begin. Adds will spawn initially before a Servile Knight and Servile Centurion appear. Depending on what alignment type both players have, the Darkness aligned player will only be able to damage and kill the Taken Knight glowing orange, while the Light aligned player will only be able to damage and kill the Taken Centurion glowing blue. Once killed, they will drop a mote of Light or Darkness depending on what glowing enemy was killed, with the respective alignment player only being able to pick up their matching mote. When picked up, both players will see the symbols, with the Light aligned player seeing 2 symbols on the altars, while the Darkness aligned player will see multiple spawn in hovering over Pyramid Spikes. The Light aligned player must call out the symbols from left to right, with the Darkness aligned player shooting them in the order called out by the Light aligned player. Failure to shoot the correct symbols will cause the carried motes to be lost. Once both of the correct symbols have been shot, the players will be transported into the next room, with roles now being reversed now. This time, the Darkness aligned player must call out the symbols shown on the altars, and the Light aligned player must shoot the symbols called out by Darkness aligned player. Players must also kill one more glowing enemy than before due to requiring 3 motes now. Rinse and repeat the process from the first room in order to teleport to the last room, where roles are reversed one last time and 4 motes are now required. An important note for the last room is that some adds will spawn from the ledges and bridge above, so players must be aware in order to avoid being killed by them. Once the last 4 symbols have been shot, players will be teleported into a small room where they'll progress towards the Intrusion.
Traversing the Intrusion[edit]
Upon entering the Intrusion, 5 minutes will be added to the timer, then players will have to traverse a series of jumps and gaps in order to progress towards the second encounter, all the while having to face multiple adds. Within the second to last room in this area, both players must stand on their assigned plates in order to open the way forward and bring out platforms for the other to use and climb on. Clearing out the adds defending the doorway and activating their assigned plates in the far end of the room will open up one last section of jumps. Here, players will need to jump down towards an opening with 2 reddish lights next to it, walking through it and making it to the room of the second encounter. A rally banner will be present there before the second encounter begins.
Destabilizing the Cruxes[edit]
Upon entering the room, 3 Cruxes of Darkness will spawn when both players have stepped on their assigned plates, 10 minutes will be added to the timer, and the central Crux will be surrounded by 9 Pyramid switches, but only 6 of those Pyramid switches will have a laser connected between them and the central Crux. Adds will spawn in the room; kill them until a Tormentor called the Icon of Division spawns. The player who killed the Tormentor will receive a buff called Harmonic Sundering that lasts for 30 seconds. The players must call out the lasers they don't see in a clockwise order from 1 to 9 and shoot the 3 switches that were not called out by either player while possessing the Harmonic Sundering buff acquired from defeating the Tormentor. Players will know they have shot the correct ones when the following text is displayed: Light and Darkness surge, destabilizing the obelisk! Failure to shoot the correct ones will give the players a new sequence of 6 lasers that are connected to the central Crux. After doing the correct ones 3 times, 6 minutes will be added to the timer and the Cruxes will despawn, allowing them to progress further until they reach another fork where they enter in the floating man cannons.
Duel with the Expectors[edit]
After completing the traversal section featuring the man cannons, players will be able to use the rally flag before entering the room up ahead. When the players enter the room and step on their assigned plates, the encounter begins, 10 minutes will be added to the timer, and Expector Selin will begin to fight the players. This boss is resistant against non-Stasis damage sources. When the first Expector reaches two thirds of its health, it will raise its immunity shield, and just like the Taken Knight and Taken Centurion in the first encounter, the Servile Wizards will spawn that can only be damaged by the player with the matching alignment. After the Taken Wizards are defeated, the Light aligned player must call out the symbols they see from top to bottom, then the Darkness aligned player must shoot the symbols called out by the Light aligned in order to bring down the first Expector's immunity shield. Failure to shoot the correct symbol will change the symbols when the Taken Wizard has been killed. When the first Expector reaches one third of its health, it flees and Expector Yemiq will take its place to fight the players as it flees to a resonance barrier. This boss is resistant against non-Strand damage sources. When the second Expector reaches two thirds of its health, it will raise its immunity shield, and the Taken Wizards will spawn again. The same thing will happen, but the role is reversed just like in the first encounter to bring down the second Expector's immunity shield. When the second Expector reaches one third of its health, it flees to a resonance barrier and Taken Wizards will spawn next to a dial surrounded by 12 Pyramid switches in a clock formation on opposite sides of the room. Players will acquire the Harmonic Sundering buff that lasts permanently once they have killed their Taken Wizard with the correct alignment. Then, 3 sets of 4 lasers will be connected to the dial and each set of 4 lasers rotate every 10 seconds. Both players must call out the lasers connected in a clockwise order from 1 to 12, with 12 being the topmost Pyramid switch. Failure to shoot the correct Pyramid switch will cause the resonance barrier to regain its strength and give both players a new set of 4 lasers on each rotation. Once all sets have been called out by both players, they must shoot the one laser they have in common within that set. Players will see the following text displayed on the screen: The barrier is down, allowing them to damage both Expector bosses. Players must kill both bosses before the timer runs out to progress to the next room. If they begin to run out of time during this encounter, a Lightbearer Wizard called Sacrificial Lightbearer will spawn that when defeated, will display the following text: "Your sacrifice of Light has pushed back the end…" and extend the timer by 3 minutes.
Final Option[edit]
Once players have reached the newly-opened room and stepped on their assigned plates one more time, their screen will fade to black, their death message is displayed as Drowned in the Deep, and when they respawn, they will be teleported to the area where the Expector bosses fled to earlier. Players will have the option to either Choose peace as indicated by the love symbol above the interactive Pyramid lock or Prepare for battle as indicated by the kill symbol above the interactive Pyramid lock for 1 minute. If both players interact with the switch containing the love symbol, they will die again with the screen turning black and then an altar containing their Exotic class item will be teleported into the room when they respawn. If both players interact with the Pyramid switch containing the kill symbol or one player interacts with the love while another player interacts with the kill symbol, they will fight each other until one player remains alive. The player who is alive will be able to interact with the love symbol to choose mercy or the kill symbol to crush the other player’s Ghost. This will kill them immediately after an interaction is finished, then an altar containing their Exotic class items will be teleported into the room when they respawn.
Transcript[edit]
- This section needs expansion. You can help Destinypedia by expanding it.
Savathûn: A long time ago, there were three sisters.
Savathûn: A Voice in the Darkness put a lie in their hearts, and they've acted on it since…
Savathûn: …Just as you've been lied to.
Savathûn: Light and Dark. Witness and Traveler. Always doubled, always pitted against each other in some grand game.
Savathûn: Well, I've had enough of their games. Haven't you? Let's break their rules together.
- The two Guardians travel across the Pale Heart, using the powers of Light and Darkness to prevail over the obstacles in their way. They defeat hordes of Taken and Dread units before eventually defeating Expector Selin and later Expector Yemiq, allowing them to go into a room to claim their rewards. One of each Guardian steps on a Light and Darkness pad respectfully, causing them to be trapped within a barrier and be drowned within the Deep, killing them in the process. Upon being resurrected by their Ghosts, they find themselves trapped within a circular barrier within the room where they slew the two Subjugators. On each side of the barrier resides a lock, giving the Guardians the choice to either choose peace or battle each other in exchange for freedom.
- If they choose peace.
Savathûn: Well, look at you! Trusting your own instincts, thinking for yourself. I'm so proud.
- The Guardians are once again killed after being Drowned in the Deep, with the barriers lowering shortly after.
Savathûn: You and I, we're not interested in playing other people's games.
Savathûn: Now, Xivu Arath? [sighs] My sister has always played by the rules. And where did that get her? Nowhere good.
Savathûn: There's no power in blindly following the whims of capricious, self-titled gods. Except… yourself.
- Or alternatively if they choose to battle.
Savathûn: Your age-old enemy, come at last.
- With the barriers lowered, the Guardians battle each other
Savathûn: Your enemy. Your adversary. Your would-be killer.
Savathûn: The Traveler's champion… seeking blood.
- Eventually one of the Guardians prevails as they kill the other, resulting in them being given the choice to either spare them, or destroy their Ghost.
Savathûn: Do it. Crush their Ghost.
- If they choose to crush the Ghost.
Savathûn: [laughs manically]
- The Guardian is killed after being Drowned in the Deep.
Savathûn: Oh you sweet, gullible killers. You'll follow any voice loud enough to command your attention.
Savathûn: Light and Dark may not be opposing forces, but you'll pit them against each other all the same.
Savathûn: Just like the Witness.
Savathûn: A word of advice: don't listen to every god who comes calling. Me included. [laughs evily]
- With the mission completed, the two Guardians collect their rewards.
{End Mission:Dual Destiny}
Enemies[edit]
- Taken Thrall
- Taken Acolyte
- Taken Ogre
- Taken Psion
- Taken Phalanx
- Taken Goblin
- Taken Hobgoblin
- Taken Vandal
- Taken Captain
- Taken Knight
- Servile Knight (Darkness Aligned)
- Taken Centurion
- Servile Centurion (Light Aligned)
- Taken Wizard
- Servile Wizard (Light or Darkness Aligned)
Bosses[edit]
Rewards[edit]
- Relativism - Hunter Exotic Class Item
- Stoicism - Titan Exotic Class Item
- Solipsism - Warlock Exotic Class Item
Appearance[edit]
- Destiny 2: The Final Shape (First appearance)