Destiny 2 Dual Destiny Guide - How to Unlock Exotic Class Items - Destiny 2 Guide - IGN (2024)

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In Destiny 2 The Final Shape a new exotic quest can now be unlocked called Dual Destiny. The Destiny 2 Dual Destiny Exotic Quest will now allow you to unlock an Exotic Class Item for your Hunter, Titan, or Warlock that has random rolls you can acquire. It will require two players to complete and we recommend using microphones to communicate the mechanics of this encounter.

This page acts as a comprehensive breakdown of all the Exotic Class Item Perks in Destiny 2: The Final Shape and how you can acquire them.

NOTE: All of the Exotic Class Item Perks listed below will ONLY work when you have the Prismatic subclass equipped.

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How to Unlock the Destiny 2 Dual Destiny Exotic Quest

Exotic class items within Destiny 2 have finally been released, and they're not the most straightforward thing to obtain. There are some secret objectives that you'll have to complete, so we can unlock the exotic mission.

The first step in obtaining the exotic class items is going to be running through the entirety of overthrow, and each of the three main locations. So the landing, the Blooming, and the Impasse. Kill the final boss at max level for each zone. Once you have killed the final boss, there's actually going to be a group of enemies that spawn nearby as indicated by some text saying "A Secret-Keepr of the Witch Queen is Near. You'll need to kill this enemy to continue the quest.

So for the Landing, it's spawned in the cave to the southeast for us, kind of by the law sector. Just keep an eye on your radar as you do start to get close to the area where you need to be.

From here you'll see above your super bar a secret keeper of the witch Queen is vanquished. This means that you're done with the zone, and you can move on to the remaining areas.

Then in the blooming, we found the secret keeper of the witch Queen within a little ravine area to the east. There is an entrance to the north and south of this ravine there are a couple of areas you can go through to get in there.

Once you're in a knight will be in a bubble. Take out the knights and the bubble will open up and reveal the secret keeper to you. Go ahead and kill the secret Keeper and crush its ghost, and then you can move on to the Impasse.

Once you finish your overthrow, you can find the Secret Keeper in the southwest corner, up on that little kind of plateau with the big rock in the middle, there's going to be a bunch of Taken knights again, and a shielded secret keeper.

From here, what you need to do is travel back to the blooming, and when you spawn in and turn a little bit to your right, you're going to see a giant green beam shooting up into the sky.

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You're going to want to go towards this. Once you are in the right area, you're going to see a couple icons show up around the map. Go to these and take out the enemies they are going to drop some orbs that you're going to need to dunk back at the entrance to the area.

There's going to be an enemy called Expector Yemiq that spawns. You're not actually going to be able to kill it though. You're going to get it to about half health and it's going to disappear and drop an orb in its place. These you are going to pick up and bring back to where you came into this area. It will appear as an icon on your map once you've picked up the Orb.

Once you have completed this step, you are going to be able to open up your map and find the new exotic mission on the map near the Blooming.

How to Complete the Destiny 2 Dual Destiny Exotic Mission

The Dual Destiny quest will require specific callouts and two players to complete. There is no matchmaking and it will be a timed mission. One person or both people have to use Prismatic or you have to split up a light subclass and a dark subclass if you want to go through. Keep this official Bungie list of callouts handy for later in the mission.

But once you're inside, you're going to notice one person is Light-aligned and one person is Dark-aligned. These are going to stay throughout the entirety of the mission. So if you're light-aligned when you spawn, you're going to be light-aligned at the very end. So this means you're going to need to be the one that stands on the light plates as you are going through the mission.

Also, there are certain enemies that will only take damage from these certain aligned type. So there are light enemies and they're only going to take damage from the light aligned and vice versa. With the dark side. But once you open up the initial gates, just showing you how those platforms actually work, you just need to be able to stand on them at the same time.

When starting, Skip the introduction enemies and get into the crystalized room. A light plate will be on the far right, and the dark plate is on the far left. An eager edge sword will help do this a bit more quickly.

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Once you've made it out of that area, you're quickly going to find yourselves in a room with a dark plate up on top of this platform, and down below. It is going to be the light platform. Just have each respective person go by those plates, and from here you're just going to be killing some enemies and eventually there's going to be a yellow bar Knight that spawns, and these are going to be the enemies that are tied to a specific light or dark vulnerability. Killing them will reveal which nodes to shoot for the light player on the bottom. The Dark player on top will need to coordinate with the Light player and shoot them in the correct order.

Once you kill this enemy, they're going to drop a moat. And if you pick up the moat, you're going to be able to see certain symbols. So in this case, the light aligned person is going to see two pedestals down below by their plates.

The light-aligned person is going to need to relay what those symbols are to the dark aligned person. The dark-aligned person is going to be looking for little pyramid crystals floating around the room, and is going to need to shoot them in the correct order that the light aligned person is seeing.

You're going to end up seeing one symbol per kill of the yellow bar enemies, so just keep slaying out and until the next one spawns and kill them. If the dark aligned person shoots the wrong one or shoots these two symbols out of order, you are going to need to redo this portion from the start.

Once all the correct symbols have been shot, you're just going to end up being teleported into the next zone and the roles are going to be reversed. So the light-aligned person is actually going to be shooting the symbol crystals that are floating around the room. After they kill, they're taking the enemy, and then the dark-aligned person is going to see the symbols on the pedestal and telling the light-aligned person which ones to shoot in this room. Be sure you collect all 4 stacks before beginning to shoot the symbols as some symbols may not appear until you have defeated all the Knights.

Once you have completed this, you're going to get teleported once again, and you're going to end up in a long traversal segment. So just keep making your way forward, going through the jumps until you reach the next set of plates. Standing on these plates at the same time are going to open up more jump options for you, so you can progress up this chasm.

The light-aligned person is going to stick to the right side of the room. There's going to be multiple plates for each person as you move up, so make sure you coordinate when you're standing on them. This will unlock more platforms so you can keep going higher and higher and reach the end of the room. Once you've made it out of the jumping room, you're going to work your way down to this other room with the light and dark plate and also a rally flag.

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From here, we highly suggest swapping to something that can kill Tormentors. You're going to have to kill several during the next encounter. A Hunter Golden Gun is great for example.

Once both players stand on their plates, a bunch of enemies are going to start to spawn, and you're going to notice this pyramid in the middle of the room with a bunch of beams of light going to the little smaller pyramids surrounding it sort of like a clock. There's nine total spots, so what we ended up doing is labeling each 1-9 in a clockwise fashion. From here you're going to be communicating with your teammate which ones you both see glowing.

So if you both see that first one glowing, you're going to be able to target that node. There will be 3 total you'll need to break. There's going to be some that you see glowing and the other person does not. These are going to be the ones that you skip, and you're going to find the three common nodes that are glowing. Shoot these.

You will need to do this three times. Only the person who killed the Tormentor will be able to shoot the nodes as they will have the Harmonic Sundering buff.

After this, you're going to end up on a few small islands where you'll need to defeat enemies to progress and unlock dark and light-aligned plates. Once both people stand on it, there's going to be a launcher that sends you up to the next island. You will be split apart during this section, so make sure you are able to solo these enemies.

Eventually, you are going to rejoin at the top, kill a bunch of enemies, and then there's going to be two tormentors that spawn. So once again, make sure you do have some sort of precision damage on so you can take them out quickly.

Once you go through the cannon, you're going to end up at another rally flag. This is going to be the final encounter of this mission. Now in here, once you start killing some enemies, one of the subjugators will fight you, but you'll need to defeat two total to complete the mission.

You're going to be fighting them, and they're going to have three health bar segments. So the first time you make them immune, you're going to be doing what you did at the start of this mission, where the light aligned person is going to kill an enemy, and they're going to be able to read three symbols that spawn above the boss's head. The Dark Aligned player will need to shoot them in order from top to bottom.

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They're going to communicate these symbols over to the dark aligned person, and the dark aligned person is going to shoot them in order from top to bottom. Then you're going to go back into DPS.

This enemy is then going to go into a little shield, and then the second subjugate is going to spawn. This time you'll get the enemy down to 1/3rd HP and the darkness person is going to be reading the symbols above the subject head, while the light aligned person is going to be shooting the symbols around the map in the correct order. Once these three symbols are shot, it's DPS once again to get them down to the final third.

Once you're at the final third of life for this enemy, you're going to be doing the clock puzzle again. Where you shoot the beams of light you both have in common. The light-aligned person is going to be on the right, and the dark-aligned persons will be on the left.

Kill your respective enemies so you can get to the buff. And then from here you're going to coordinate which lines you both see glowing. There's only going to be one. So essentially you're going to read this exactly like a clock. So if we both see the 1:00 position glowing, we're going to say, oh we see 1:00 and then we both shoot our 1:00 positions and we're going to end up doing this three times.

If you are not quick enough to shoot one of the little crystals, it is going to reset and give you a new pattern. Also, if you do mess up, you are going to have to reset the entire combination. You do need to get three of these in a row, so just keep that in mind and make sure both parties are on the same page and how to relay the information back to each other.

From here you're basically done. Simply defeat the remaining enemies, focusing on the Bosses in the room. Kill them, and then once you kill them, there's going to be a bridge that spawns in the back that leads you into this other room. From here, stand on your respective plates.

It's going to lock you in there and end up killing you, teleporting you back into the arena where you were just fighting those subjugate hours. From here, each person is going to have two options. There's going to be the flower symbol (Love) and the kill spike symbol. You can pick either of these, but both parties have to pick the same one.

So if you both pick the kill symbol, you're going to end up fighting each other 1V1 in like a crucible style game. Or if you both pick the flower, the peace symbol, it's going to kill you, teleport you out, and you can just go ahead and claim your reward so it does not matter which one you pick at all, you're going to get your reward regardless.

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If you just want to have fun. Pick the kill symbols. Fight each other 1V1 in a crucible-style mode. Otherwise, just pick the Love symbol and claim your class items from some pedestals that just spawn right in front of you. And from here, you can finally farm your class item. There are a couple ways of doing this. You can just keep running this mission over and over or open chests in the Pale Heart for a chance at the drop.

For Pale Heart, just put on a chest finder for your ghost and anytime you see a chest, open it. There's a small chance that you can get your class item from doing this.

Hunter Exotic Cloak - Essentialism

The Exotic perks for Hunters are as follows:

First ColumnSecond Column
Spirit of the Assassin - Finishers and powered melee final blows grant invisibilitySpirit of the Star-Eater - While your Super energy is full, picking up an Orb of Power overcharges your Super, granting it bonus damage
Spirit of the Inmost Light - Using an ability empowers the other two abilities granting them improved energy regenerationSpirit of the Synthoceps - Improved melee damage when you're surrounded
Spirit of the Ophidian - Weapons ready very quicklySpirit of Verity - Weapon final blows with a damage type matching your grenade grant a stacking grenade damage bonus
Spirit of the Dragon - Using your class ability reloads all weapons and increases weapon handling speeds for a brief timeSpirit of the Cyrtarachne - Gain Woven Mail when you use your grenade
Spirit of Galanor - Hits and final blows with your Super will return Super energy after it endsSpirit of the Gyrfalcon - Your Void weapons gain Volatile Rounds after you emerge from being invisible
Spirit of the Foetracer - Damaging a powerful combatant or Guardian with an ability grants you a temporary damage bonus for weapons matching that ability's elementSpirit of the Liar - 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
Spirit of Caliban - Powered melee final blows trigger an ignitionSpirit of the Wormhusk - Dodging gives a small health and shield bump
Spirit of Renewal - Allies inside the Duskfield take reduced damage, and targets inside the area deal reduced damageSpirit of the Coyote - Gain an additional class ability charge

Titan Exotic Mark - Stoicism

The Exotic perks for Titans are as follows:

First ColumnSecond Column
Spirit of the Assassin - Finishers and powered melee final blows grant invisibilitySpirit of the Star-Eater - While your Super energy is full, picking up an Orb of Power overcharges your Super, granting it bonus damage
Spirit of the Inmost Light - Using an ability empowers the other two abilities granting them improved energy regenerationSpirit of the Synthoceps - Improved melee damage when you're surrounded
Spirit of the Ophidian - Weapons ready very quicklySpirit of Verity - Weapon final blows with a damage type matching your grenade grant a stacking grenade damage bonus
Spirit of Severance - Powered melee or finisher final blows unleash a damaging explosionSpirit of Contact - Damaging a target with a powered melee causes all nearby enemies to suffer lightning strikes and become jolted
Spirit of Hoarfrost - Your Barricade becomes a wall of Stasis crystals that slows nearby targets when createdSpirit of 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
Spirit of the Eternal Warrior - Gain a damage bonus for weapons matching your Super's element when your Super endsSpirit of the Horn - Your Barricade unleashes a blast of Solar energy that scorches targets
Spirit of the Abeyant - Improves Drengr’s Lash. Drengr’s Lash projectiles track targets more aggressively and travel furtherSpirit of Alpha Lupi - Generates a healing pulse when Barricade is activated
Spirit of the Bear - Move faster while guarding with the Unbreakable shield. Damage blocked with Unbreakable is converted to Super energySpirit of the Armamentarium - Gain an additional grenade charge

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Warlock Exotic Band - Solipsism

The Exotic perks for Warlocks are as follows:

First ColumnSecond Column
Spirit of the Assassin - Finishers and powered melee final blows grant invisibilitySpirit of the Star-Eater - While your Super energy is full, picking up an Orb of Power overcharges your Super, granting it bonus damage
Spirit of the Inmost Light - Using an ability empowers the other two abilities granting them improved energy regenerationSpirit of the Synthoceps - Improved melee damage when you're surrounded
Spirit of the Ophidian - Weapons ready very quicklySpirit of Verity - Weapon final blows with a damage type matching your grenade grant a stacking grenade damage bonus
Spirit of the Stag - Your Rift provides damage reduction to allied Guardians standing in itSpirit of Vesper - Rifts periodically release Arc shockwaves
Spirit of the Filaments - Casting an empowering rift will grant you DevourSpirit of Harmony - Final blows with weapons that have a damage type matching your Super's element grant you Super energy
Spirit of the Necrotic - Damaging combatants with your melee poisons them. Defeating a poisoned enemy spreads the conditionSpirit of Starfire - Grenades recharge from empowered weapon damage, with empowered weapon final blows granting more energy
Spirit of Osmiomancy - Your grenades recharge quicker on hits. The seeker spawned from Coldsnap grenades travels furtherSpirit of the Swarm - Destroying a Tangle spawns Threadlings
Spirit of Apotheosis - Temporarily gain greatly increased melee and grenade regen after your Super endsSpirit of the Claw - Gain an additional melee charge

Up Next: How to Claim Old Season Pass Rewards

PreviousDestiny 2 The Final Shape Exotic Class Item Perks DetailsNextHow to Claim Old Season Pass Rewards

Top Guide Sections

  • The Final Shape Patch Notes and Expansion Details
  • How to Claim Old Season Pass Rewards
  • Exotics
  • Campaign Walkthrough

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Destiny 2 Dual Destiny Guide - How to Unlock Exotic Class Items - Destiny 2 Guide - IGN (1)

Destiny 2

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Destiny 2 Dual Destiny Guide - How to Unlock Exotic Class Items - Destiny 2 Guide - IGN (2024)
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