Destiny Exotic Weapon FAQ by ShadowWarKing Version 1.0, Last Updated 2016-07-06 Table of Contents Introduction Glossary Exotic List Ace Of Spades Bad Juju Black Spindle Bolt-Caster Boolean Gemini Dark-Drinker Dragon's Breath Dreg's Promise Fabian Strategy Gjallarhorn Hard Light Hawkmoon Hereafter Icebreaker Invective Lord Of Wolves MIDA Multi-tool Monte Carlo Necrochasm No Land Beyond No Time To Explain Patience and Time Plan C Pocket Infinity Queenbreaker's Bow Raze Lighter Red Death Sleeper Simulant Super Good Advice Suros Regime Telesto The 4th Horseman The Chaperone The First Curse The Jade Rabbit The Last Word Thorn Thunderlord Tlaloc Touch of Malice Truth Universal Remote Vex Mythoclast Zen Meteor Zhalo Supercell Exotic Quests A Sword Reforged Back In The Saddle First Firewall Hunger Pangs Husk Of The Pit Imprecation Jolly Holiday Lost and Found Not Forged In Light Lost to Light Final Words Introduction Welcome! I'm ShadowWarKing and here is my guide for Bungie's epic space shooter! This guide is designed to help you with Exotic weapons, including aquiring them, which ones you should get, how to get those weapons and so on. I won't be discussing the story, multiplayer, Raids, etc. And yes, I am including the Playstation exclusives. This guide assumes you have a somewhat good knowledge of gameplay mechanics, because I'm not stopping to explain every little thing. This guide is not Destiny 101, it's an in-depth look at Exotic weapons targeted at players Level 20 or above. In other words, this guide was written for players who have finished the main story and that of the first two DLCs, The Dark Below and The House of Wolves. It is also recommended to finish the Taken King main story and get to Level 40. If you're going to get Destiny, buy a new copy of the Legendary edition. It contains all DLC, so you don't have to pay extra. Don't get a used copy, as the code will have likely been redeemed by the previous owner. Like this guide? You can recommend it at the top if it helped you. You can also contact me via PM or via email, which is deathlygeneral -at- gmail.com if you have somthing to say. Note that only one person in the world has "Fate of all Fools". I am not that person. I really can't give you any information or hints for that weapon. You can't get it in-game, so for the purpourse of this guide, I'm going to pretend it doesn't exist. So anyway, on with the guide! Version History 20th April 2016: V0.0 - Guid started. 6th July 2016: V1.0 - Guide Submitted. Glossary A glossary of the terms used in this guide: Atheon: The legendary "Time's Conflux" and the final boss on the Vault of Glass Raid. Cabal: One of the five enemy races in Destiny, Cabal are creatures of war and pack a big punch. They are military soldiers and don't really do much, except fight stuff on Mars. Campaign: The Single Player area of Destiny, encompassing Story Missions, Patrol, Prison of Elders, Raids, Strikes and more. Crota: The son of Oryx, Crota is a Hive god who stormed the Moon, killed countless Guardians and wiped out Eris Morn's Fireteam. You eventually kill him with his own sword in the Raid Crota's End. Crucible: The multiplayer element of Destiny. This is where you face off against other Guardians. Fallen: One of the five enemy races in Destiny, Fallen are alien scavengers divided into several houses: House of Wolves, House of Winter, House of Devils and House of Kings. Each house has a Kell, who is basically the leader of the house. For example, Skolas is the leader of the House of Wolves and Draksis is the leader of the house of Winter. Hive: One of the five enemy races in Destiny, Hive are aliens who follow and worship their gods, Crota and Oryx. Magazine: The Magazine is simply the amount of ammo that you can shoot without reloading. Nerf: An update that reduces a weapons usefulness, power or strength. Oryx: Father of Crota, Oryx is a Hive god who seeks revenge on you for killing his son. You kill him in the Raid King's Fall. Patrol: An activity which encompasses part of the campaign, Patrol generally has you exploring an open sandbox filled with enemies and simple missions for you to do. It's unlikely you'll spend too much time here, unless you like exploring. Presicion Kill: This is an enemy's weak spot, which all enemies in Destiny have. For all enemies save the Vex, this means the head. For the Vex, this is a glowing white target in the middle of the chest. A presicion kill is simply a kill from shooting at the weak spot. Prison of Elders: An activity which encompasses part of the campaign, Prison of Elders has you go in 4 different rooms, fight a huge bunch of enemies, then finishes off with a boss battle. Raids: An activity which encompasses part of the Campaign, Raids are long, with multiple bosses, complex mechanics and encourage teamwork. They offer the best weapons in the game and have multiple stages. They also require a Fireteam of six players to complete. Sparrow: A veichle, similar to the Speeders on Endor (y'know, from Star Wars) that Guardians use for traveling long distances. It is summoned by pressing the back button and holding X. Not summonable in areas with heavy fighting or Boss battles, or on the Dreadnought. This includes Prison of Elders, most of the Strikes, Raids (the begining of Vault of Glass is the lone exception) and Crucible. Strikes: An activity which encompasses part of the campaign, Strikes have you going from A to B, fighting three waves of enemies at B, then going to C where a boss battle is waiting for you. Strikes usually take 10-20 minutes, although experienced players can do it in much quicker times. Taken: One of the five enemy races in Destiny, Taken are basically killed then brought back to life with their will bound to the will of the person who has taken them. Only powerful creatures of the Dark can Take beings, like Oryx. Vex: One of the five enemy races in Destiny, Vex are mysterious, teleporting robots that mostly reside on Venus, Mars and Mercury. Exotic List This is a list of all Exotics in the game ordered by Alphabetical Order, as well as my opinions and views of them. The description of the weapon is in italics at the top, followed by what Year the weapon is from, methods of obtaining and unique Perks. At the end is a score out of 10 in bold. As campaign and Crucible are totally different, with one being multiplayer and one being single player, weapon perks can be good in Crucible but bad in campaign, and vice versa. This is why there are seperate scores for both Crucible and Campaign. The Year of the weapon is important. All Year One were released at launch. All Year Two weapons were released on September 19th 2015, a year after launch, to concide with the release of the expansion The Taken King. Year Two weapons look different and have higher damage values, but require Level 40 to use, as opposed to Year One weapons, which only require you to be Level 20 to use, but have lower damage values. Some weapons are Year Two only, some are Year One only, but the majority are both Year One and Year Two weapons. Some Exotic weapons have unqiue perks in addition to other perks. Some weapons have 2 unique perks, most have one unique perks and some weapons have no unique perks. The unique perks are listed at the top, along with a description of what the unique perk does. Note that the other perks do factor into the overall weapon's usefulness and final rating. Unique perks are what make the Exotic weapons. Without them, the Exotic weapons would simply be more powerful versions of regular weapons. But with unique perks, a weapon personality and usefulness shows through. Xur, Agent of the Nine is a special vendor. He shows up in either the Tower or the Reef on weekends form Friday to Sunday. Xur sells an Exotic Hunter armour piece, an Exotic Warlock armour piece and an Exotic Titan armour piece in addition to an Exotic weapon each week. These items are Year Two variants. "Legacy Engrams" are avilable for purchase and award Year One weapons and armour. Xur also sells Heavy Ammo synthesis, which can be used to instantly get max Heavy ammo, and Special ammo synthesis, which can be used to instantly get max Special ammo. Also on sale are Three of Coins, which increase your chances of getting an Exotic from activites, Legendary Sparrow Upgrades and Motes of Light. Only one Exotic weapon may be equipped at a time. This is why competiton is so fierce here: 40-odd weapons vying for one slot in your inventory. Note that some weapons may require expansions and/or a Playstation console to obtain. Ace Of Spades Don't play your hand until you've got that ace in the hole. This is a Year Two Weapon. You must be a Hunter to obtain this weapon. Completing the quest "Back in the saddle" awards this weapon. Unique Perks: [Maverick: Presicion kills move a round from your reserve into your magazine] Ace of Spades is a hand cannon that deals Kinetic damage. It's a Year Two weapon, so the damage is higher than the Year One counterparts. The unique perk isn't really what you would expect from a Year Two Exotic weapon. We expected more than a simple Presicion Kill perk. While it's good and while the weapon is a good all-around weapon, the unique perk is quite dissapointing. On the plus side, the magazine holds quite a lot, which compliments the Maverick perk. It may not be an ace in the hole, but Ace Of Spades is still a somewhat decent weapon. Campaign: 8/10 Crcuible: 7/10 Bad Juju "If you believe your weapon wants to murder all existence, then so it will" - Toland the Shattered This is a Year One and a Year Two weapon. Any class can obtain this weapon. This weapon is sold by Xur for 23 Strange Coins. Unique Perks: [String of Curses: After each kill, this weapon will reload instantly and increase damage for a short time. Kills help charge your super] Bad Juju is a Pulse rifle, so it fires in short bursts, similarly to Halo's Battle Rifle. It's the former weapon of Toland The Shattered. Bad Juju's unique perk is a very helpful one in Strikes, story missions, Prison of Elders and other activities with large amounts of enemies. And in Raids, especially Crota's End, this weapon is a godsend. Large numbers of enemies coupled together means nonstop shooting and a very fast super gain. In Crucible, it's an excellent all-around weapon and is definitely worth trying out., although the difficulty in killing enough enemies quickly enough doesn't really help much. Still, Bad Juju is an excellent weapon for Campaign and is a fairly good choice in Crucible. Campaign: 8/10 Crucible: 8/10 Black Spindle Your only existence shall be that which I will weave for you out of sorrow and woe. This is a Year Two Weapon. Any class can obtain this weapon. See the Exotic quest "Spindle" for more details. Unique Perks: [White Nail: 3 rapid precision hits refill your magazine from the reserves] Despite the dramatic title, Black Spindle is an excellent weapon, albeit quite overused. Everyone seems to have it, and for good reason: this is an outstanding weapon, but doesn't quite break the curse of Sniper Rifles being worse in Crucible than in Campaign. White Nail allows you to never reload, assuming you manage rapid precision hits. Sadly, this perk is rendered obsolete in Crucible, where getting 3 Precision hits per match is difficult. Rapidly? No chance. Still, it's impact makes it somewhat viable and its power in Campaign cannot be understated. It's especially useful against bosses such as Skolas, The Templar, The Warpriest and is almost a requirement for Golgoroth. Overall, an amazing weapon for those who do Campaign activities, but don't attempt to forge it in the fires of the Crucible. Campaign: 9/10 Crucible: 5/10 Bolt-Caster With your own hands you forged the mighty Bolt-Caster. Now take it in hand and unleash its thunder This is a Year Two Weapon. Any class can obtain this weapon. Completing the quest "A Sword Reforged" awards this weapon. Unique Perks: [Sword of Thunder: Pressing the fire button unleashes bolts of lightning] Bolt-Caster is one of the three Exotic swords in the game. Yep, in an FPS game, we need swords. Anyway, Bolt-Caster is a welcome change from the shooting and looting that defines Destiny. Bolt-Caster changes the playing field, forcing you to get up close and risk a powerful melee attack, but rewards you with one of the most powerful weapons in the game. Sword of Thunder is an excellent ranged attack, making it even more useful in Crucible, where many players just stay back and shoot anyone with a sword. There's even a block button, press RB while holding the sword to make yourself almost invulnerable. This works supremely well in Skolas' Revenge, the Level 35 Prison of Elders activity, as it counters Skolas' one-hit-kill debuff, making the activity a lot easier. Fellow sword Dark-Drinker is better for large groups of enemies, but Bolt-Caster gives it a run for its money. Campaign: 9/10 Crucible: 9/10 Boolean Gemini Fight your way! This is a Year Two weapon Any class can obtain this weapon. Completing the quest "Lost and Found" awards this weapon. Unique Perks: [One Way: Bonus agility on presicion kills] [Or Another: Increased armour on non-presicion kills] Boolean Gemini may seem unique and flashy, but in reality it's a much simpler weapon. The gun gives you a choice between agility and armour, and you have to factor in the fact that increased armour is easier to get. It's no suprise that many abandon the One Way perk in favour for Or Another. The weapon's got some good things going for it and is a decent all-round weapon, but isn't really cut out to be an Exotic. The perks work better in Campaign events, like Prison of Elders and Story Missions, where enemies are plentiful and getting Critical hits is easy. Boolean Genimi isn't as useful in the Crucible, mainly due to the fact that you'll be getting less kills with it. Either way, there's always a third option: Leave it. Campaign: 6/10 Crucible: 7/10 Dark-Drinker With your own hands, you forged the mighty Dark-Drinker. Now take it in hand and slake its thirst. This is a Year Two weapon Unique Perks: [Supermassive Vortex: Press fire button to unleash void energy everywhere] Dark-Drinker is one of the three Exotic swords in the game. Yep, in an FPS game, we need swords. Anyway, Dark-Drinker is a welcome chamge from the shooting and looting that defines Destiny. Dark-Drinker changes the playing field, forcing you to get up close and risk a powerful melee attack, but rewards you with one of the most powerful weapons in the game. Supermassive Vortex is excellent for clearing large groups of Thralls, and is a godsend for activities like Crota's End and Prison of Elders, where large ampunts of enemies will swarm you if you're not careful enough. There's even a block button, press RB while holding the sword to make yourself almost invulnerable. This works supremely well in Skolas' Revenge, the Level 35 Prison of Elders activty, as it counters Skolas' one-hit-kill debuff. Dark-Drinker fares pretty well in Crucible. Limited ammo, Dark-Drinker puts all other weapons to shame. One strike kills all but the toughest of Guardians and even then it doesn't take much to finish them off. Overall, Dark-Drinker is a stellar weapon and probably the best choice of Exotic swords for Campaign as well as Crucible. Campaign: 9/10 Crucible: 8/10 Dragon's Breath Burn the world. Burn it all. This is a Year One and a Year Two weapon. Any class can obtain this weapon. This weapon is sold by Xur for 23 Strange Coins. Unique Perks: [Napalm: Hold and release the fire button to unleash a devestating napalm canister] Dragon's Breath's skin model was actually re-used from Halo 3's flamethrower. Apparantly, the skin model wasn't all that was taken from Halo 3. Dragon's Breath is a rocket launcher with a unqiue perk that makes it act like a flamethrower, as napalm canisters simply throw out a field that damages enemies over time. Now, while this sounds good on paper, the AI in Campaign is smart enough to dodge the field and Crucible players are certainly smart enough to dodge, so it's unlikely you'll actually damage any enemies. Also, Dragon's Breath faces very strong competition in the form of Truth and Gjallarhorn, two fellow Exotic rocket launchers. With Gjallarhorn still being a solid rocket launcher and Truth having the ability to zoom round corners, Dragon's Breath is pretty much obsolete. Even if you don't own any other Exotic Heavy weapons, you'd be better off sticking with a Legendary rocket launcher rather than trying to use this weapon. Campaign: 7/10 Crucible: 5/10 Dreg's Promise I am a marvel with ten thousand arms. This is a Year One and a Year Two Weapon. Any class can obtain this weapon. Completing the activity "Challenge of the Elders" has a chance to award this weapon Unique Perks: [Shock Rounds: Shock rounds that richochet off hard surfaces and have extra aim assist] Dreg's Promise has the damage capacity of a large potato. It's ineffective, unloved, and mostly useless. Unlike a potato, Dreg's Promise cannot be eaten. Shock rounds sounds good on paper, but richotting bullets aren't exactly a lifesaver, and it just feels like a useless gimmick. I mean, when was the last time you wished bullets would richochett off walls? And it's only hard surfaces that can be used, although in Destiny, that's basically everything. Extra aim assist is interesting, but not very useful in reality. Dreg's Promise is still the best Exotic sidearm in the entire game... although there's only one. Any Legendary sidearm will provide an excellent and cheaper option. Dreg's Promise also suffers from the fact that you need to be standing very close to the target in order to hit them. In campaign, this isn't good and will lead to you getting killed, because Dreg's Promise has nothing that justifies getting up close. Don't waste your only Exotic weapon slot on this. Campaign: 5/10 Crucible: 5/10 Fabian Strategy Wait for the enemy to make a mistake. Die. Stand by for Ghost ressurection. Repeat as necessary. This is a Year Two weapon. You must be a Titan to obtain this weapon. Completing the quest "Back In The Saddle" awards this weapon. Unique Perks: [Front Lines: When enemies are nearby, increases fire rate with reduced damage] Fabian Strategy is, like so many others, a solid weapon, but a poor Exotic. The unique perk is wasted on Crucible, where Auto rifles aren't as useful as Shotguns, Hand Cannons, Sidearms or any of the other weapons used there. The weapon's perk essentially turns it into an Auto rifle, with horrid results. In Campaign, it may have some use, however little, against Thrall and Dregs in Prison of Elders. In Crucible, this weapon is little more than useless. Stick with a legendary weapon here, and be thankful this is a Titan-only weapon. There are some good points, however. Not many, but some. It's a good damage dealer when it's not stuck in the stupid auto rifle mode. Sadly, you'll often want to get in closer. Don't. It's really not worth trying to use Fabian Strategy, because you'll instantly get the feeling that you could do so much better if you had another weapon equipped in your Exotic slot. So swap out Fabian Strategy, it's not going to do you any good. Campaign: 5/10 Crucible: 5/10 Gjallarhorn "If there is beauty in destruction, why not also in its delivery?" - Feizel Crux This is a Year One weapon. Any class can obtain this weapon. Purchasing a Heavy Weapon Legacy Engram from Xur for 23 Strange Coins has a chance to award this weapon. Unique Perks: [Wolfpack Rounds: Rockets split into smaller missiles that home into targets. Oh, how the mighty have fallen. Gjallarhorn, also known as Ghorn, Jellyhorn, Gjallorhorn and any other ridiculous names the internet have created for this weapon simply because people can't spell properly. Gjallarhorn was formerly the most powerful weapon in the game, a rocket launcher capable of unleashing devestating damage. Often, players would refuse to let other players join their fireteam unless they had this weapon. It was nigh impossible to get hold of as well, as Xur has sold the weapon 2 times in the whole of Destiny, and one of those times was in week 3, where nobody thought the weapon was any good. But enough of that. Nowadays, Gjallarhorn isn't the weapon it used to be. It's still a solid rocket launcher and the best Exotic rocket launcher for campaign, dealing massive damage to bosses if you don't have The Takne King. In Crucible, however, it's slightly less impressive. Don't get me wrong, Gjallarhorn is still a good weapon, but it faces heavy competition from fellow rocket launcher Truth, which has Agressive Truth Seeker as an excellent unique perk, allowing it to zoom round corners to hit their targets. This leaves Gjallarhorn rather deflated in Crucible. One last point I should make: It's not worth the vast amounts of luck needed to get this weapon. You could wait for Xur to sell an engram for it, but that would take ages, if it ever happens. Or you could replay the Raids in the hopes of snagging this Exotic. Whatever the case, it's not as revered as it once was. Campaign: 8/10 Crucible: 8/10 Hard Light Ionized polymer synballistic attack platform. The system's lethality is dymanicaly robust across tactical spaces. This is a Year One and a Year Two Weapon. Any class can obtain this weapon. This weapon is sold by Xur for 23 Strange Coins. Unique Perks: [Volatile Light: Rounds fired from this weapon overpenetrate targets and ricochet off hard surfaces] Despite getting a few buffs, Hard Light is still not a good weapon. The Unique Perk is pretty useless. It's not that it doesn't work very well, it's just that the perk itself is not helpful, especially when you compare it with the likes of Icebreaker, Hawkmoon, Gjallarhorn and so forth. Even Fabian Strategy is better than this... travesty. Why this weapon still exists, I don't know. It's useless in Campaign because of it's difficult and shaky recoil and even worse (is that even possible?) in Crucible, where Auto Rifles have a hard time competing alongside Hand Cannons and Shotguns. There's no two ways about this: Hard Light is one of, if not the, worst exotic in the game. Campaign: 5/10 Crucible: 4/10 Hawkmoon Stalk thy prey and let loose thy talons upon the darkness. This is a Year One and a Year Two Weapon. Any class can obtain this weapon. This weapon is sold by Xur for 23 Strange Coins. Unique Perks: [Holding Aces: Two random bullets in your magazine deal bonus damage] Previously a Playstation exclusive, this weapon was made available to all players in Year Two. In gamplay terms, Hawkmoon is similar to Russian Roulette: You never know what's going to happen. Two bullets dealing bonus damage seems good, but it's quite underwhelming compared to some of the more useful and extravagent Perks, and it's always a suprise as you never know when it happens, making for some unpredictable and rather unreliable shooting. It's good in both Campaign and Crucible, although it's a better Crucible weapon than anything else. Hawkmoon, although good, doesn't have a lot going for it in terms of Perks. As a Hand Cannon, it does the job. As an exotic weapon, it doesn't really live up to its full potential. Nonetheless, if you need a solid Exotic, look no further than Hawkmoon. I mostly dislike it because of the chance element, although it is a popular weapon and I see why so many choose to use it. Nevertheless, this is one weapon that I'm steering clear of. That doesn't mean Hawkmoon is bad, it just means you should consider carefully and decide if you want it or not. Campaign: 8/10 Crucible: 8/10 Hereafter Huddled at the mountain's base, we had no choice but to beat our ploughshares into swords once more. This is a Year Two weapon. Any class can obtain this weapon. This weapon is sold by Xur for 23 Strange Coins. Unique Perks: [The Hereafter: Couching increases scope zoom and makes it easier to aim under fire] [Blinding Light: Precision kills have a chance to create an orb that blinds enemies] Hereafter has 2 Unique Perks and are both interesting. For a start, they compliment each other very well, with The Hereafter making it easier to get precision kills and Blinding Light rewarding you for said precision kills. As a Sniper Rifle, Hereafter is inherently going to be a weapon to be used mostly in Campaign activities, like Raids, Strikes and Challenge of the Elders, where bosses with lots of health are in abundance. This is where Hereafter really shines, as the weapon's perks were made for these sort of battles, where getting precision kills is critical to your survival. In other Campaign modes, it's noticeably less useful, but Hereafter is still a good weapon, no matter what Campaign activity you're doing. In Crucible, Hereafter doesn't do as good a job. If you're noticing a pattern with Sniper Rifles and Crucible, that's because Sniper Rifles are difficult to use in Crucible because people will move around, jump and make it harder for you to aim and the fact that while you're zoomed in, the enemy players can very easily kill you doesn't help. Hereafter fares better than a weapon like Black Spindle, which has a Perk that is ridiculously difficult in Crucible but easy enough in Campaign. Overall, this is a decent weapon, just don't forget the limitations it has in Crucible. Campaign: 7/10 Crucible: 8/10 Icebreaker Please replace these components if use causes fatal damage. HEAT SINK. MAGAZINE. OPERATOR This is a Year One weapon. Any class can obtain this weapon. Purchasing a Special Weapon Legacy Engram from Xur for 23 Strange Coins has a chance to award this weapon. Unique Perks: [Regenerating Ammo: Icebreaker regenerates 1 ammo every 8 seconds.] Icebreaker is certainly an interesting weapon. It's one of the only two weapons that regenerates ammo, the other being Invective, the Exotic shotgun. Icebreaker is a Sniper Rifle, and I find that I burn through Sniper Rifle ammo all too easily. With Icebreaker, there's no need to rush out of cover to find an ammo crate, no need to leave your perch at the back of the map. Icebreaker is also an excellent Sniper Rifle as well, with good handling and high damage. This, coupled with the regenerating ammo, makes this weapon well suited to Crucible. Most other Sniper Rifles don't fare well in Crucible, due to the difficulty of using a Sniper Rifle. But Icebreaker's the lone exception here. It also does pretty well in Campaign, as regenerating ammo is useful in pretty much every situation, and Icebreaker's damage is high enough to warrant getting it. It's one of the best Sniper Rifles in the entire game. Sadly, it's a Year One only weapon, lowering its usefulness in Campaign. Yet this changes nothing about it's incredible use in Crucible. Campaign: 8/10 Crucible: 7/10 Invective "I tried to talk them down. They made a grab for my Ghost. After that it was a short conversation" - Ikora Rey This is a Year One and a Year Two weapon. Any class can obtain this weapon. This weapon is sold by Xur for 23 Strange Coins Unique Perks: [Invective: Regenerates 4 shots every 20 seconds] Invective, like Icebreaker, regenerates ammo. Invective does it a different way, however. While Icebreaker regenerates ammo at a steady rate, Invective dumps a round on you every 20 seconds. This, while helpful, isn't as useful as Icebreaker's regenerating ammo, mainly due to the amount of time it takes to regenerate, as well as the pitiful amounts it gives. Icebreaker isn't necessarily a bad weapon; this shotgun is a deadly weapon in Crucible, where ammo is scarce. In Campaign it fares worse, because, let's face it, you're not going to be wasting your shotgun ammo trying to bring down Dregs and Acolytes, are you? And as far as Crota, Oryx, The Golgoroth, The Warpriest, Ir Yuit, Atheon, The Templar and many others are concerned, Invective doesn't have any place in a boss fight. The lack of enemies to use this weapon on hurts its reputation in Campaign. Some may want the regenerating ammo, but this isn't going to be on everyone's list. Nevertheless, I feel it's a good choice. Campaign: 8/10 Crucible: 8/10 Lord Of Wolves By this right alone do I rule. This is a Year One and a Year Two weapon. Any class can obtain this weapon. Completing the activity "Challenge of the Elders" has a chance to award this weapon. Unique Perks: [Devil's Touch: Kills with this weapon grant allies bonus recovery] Lord of Wolves is a solid weapon in itself, but the unique perk can either be very helpful or completely useless. If you're playing Rumble, certain Story Missions or any other activity without allies at your side, then the perk is obviously useless. For 6v6 Crucible games, Raids, Strikes and so on, it's a useful perk, helping your allies with each kill you rank up. Lord of Wolves is, however, a Special weapon, and a shotgun, so you're unlikely to go around wasting ammo on easily-killed Dregs and Acolytes. The perk would have been much better had it granted bonus armour, but never mind. While Lord of Wolves is a solid, good weapon, keep in mind it's not always useful in single-player activities. Campaign: 8/10 Crucible: 8/10 MIDA Multi-tool Select application: Ballistic engagement, Avionics trawl, Troll Smasher, Stellar Sextant. List continues. This is a Year One and a Year Two Weapon. Any class can obtain this weapon. This weapon is sold by Xur for 23 Strange Coins. [MIDA Multi-tool: Movement speed is boosted and this weapon fires on a hair trigger] Behold, another generic Exotic that seems to hide at the back, praying you're not there and hoping it can remain unoticed. Mida Multi-tool's Unique Perk is generic even on paper. Movement speed is not really a major worry in Destiny because we have Sparrows for fast travel and sprinting for when Sparrows can't be summoned. Firing on a hair trigger is OK for Crucible, where fast reflexes matter more, but it's nigh useless in Campaign. On top of that, Scout Rifles just aren't at the top of most people's favorite weapon types. Mida Multi-tool isn't bad, despite underwhelming perks. Hair trigger can actually be useful in Crucible and movement speed is hardly a useless perk. The issue here is that both perks can be replaced with a bunch of other, better equivalnts. Campaign: 5/10 Crucible: 8/10 Monte Carlo There will always paths to tread and methods to try. Roll with it. This is a Year One and Year Two weapon Any class can obtain this weapon. This weapon is sold by Xur for 23 Strange Coins. [Monte Carlo Method: Dealing damage with this weapon reduces the cooldown of your melee modifier and has a chance to completely refill your melee modifier] Monte Carlo is yet another Exotic with an underwhelming Unique Perk. Sure, reduced melee modifier cooldown is cool. Coupled with a chanced to completely refill it, and you have what sounds like a sure-fire weapon. But Monte Carlo suffers from a perk that just isn't that useful. Melee modifiers are cool, but they're simply not that useful to make much of a difference in the way you fight. As well as this, Monte Carlo's Perk can't compete with the likes of The Last Word, Thorn and son on. In Campaign the Perk is slightly more useful (depending on your subclass) and is a somewhat solid weapon for Prison of Elders... and not much else. In Crucible, Monte Carlo's perk just isn't useful enough to actually recommend as an Exotic weapon. Although it's a moderately powerful weapon, the lacklustre Perk really hurts Monte Carlo's ability. Campaign: 7/10 Crucible: 7/10 Necrochasm Eternity is very close. Can you feel yourself slipping? This is a Year One weapon. Any class can obtain this weapon. Upgrading the weapon "Husk of the Pit" awards this weapon. See Exotic Quet "Husk Of The Pit" for more details. Unique Perks: [Cursebringer: Presicion kills trigger a cursed Thrall explosion] For all the effort you have to go through to get it, Necrochasm doesn't seem amazing at first. In Crucible, Cursebringer is rendered pretty useless because, let's face it, how many times have two Guardians in Crucible ever stood close enough to be caught in the raidus of the explosion? Factor in the added task of getting a presicion kill to trigger the explosion and you have a bonus that will never get you kills. The weapon's high rate of fire archetype can melt people in close range, though, and Rangefinder is a solid addition to help with one of the Auto Rifle's biggest problems. Cursebringer is much better in Campaign, being essentially a better version of Firefly. Necrochasm is a solid choice but will mostly remain a relic of Crota's End for now. Campaign: 8/10 Crucible: 7/10 No Land Beyond Every hit blazes the path to our reclemation. This is a Year One and a Year Two weapon. Any class can obtain this weapon. This weapon is sold by Xur for 23 Strange Coins. Unique Perks: [The Master: Increased precision damage and kills with this weapon briefly increase damage] [Primary Care: This weapon can be equipped in the Primary weapon slot] No Land Beyond is a Sniper Rifle that seems intent on being as useless as possible. It sounds good on paper, but it only holds 12 shots, IN TOTAL. That is a horrendous ammo capacity, especially when you consider that most sniper rifles in the Special Weapon slot hold over 14 rounds. There is also a bolt animation that you have to sit through after EVERY shot taken, lowering the weapon's rate of fire to the worst in the game. In Crucible it will kill in one headshot and is inconsistent at best but very good players can still use it to some success. Campaign: 2/10 Crucible: 5/10 No Time To Explain A single word is etched onto the inside of this weapon's casing: "Soon." This is a Year One and a Year Two weapon. Any class can obtain this weapon. Completing the quest "Not forged in Light" awards this weapon. [Rewind Again: Presicion hits are immediatly returned to the magazine] Exotic Quests have an unhealthy habit of being long, boring and repetitive. It's even worse when the quest is rewarding you with a pretty lackluster weapon. No Time To Explain isn't exactly the best Exotic weapon out there, but it's a long way from being terrible, or indeed, bad. Rewind Again is excellent, allowing you to keep on firing and never needing to reload, which helps in Campaign and Prison of Elders. It's a rather lacking Perk and is utterly useless in Crucible, as you will be reloading after every kill. In Campaign it can be quite useful but is in no way going to out-damage Black Spindle, Touch of Malice or even Sleeper Simulant. The sights on the weapon can be visually jarring as well, leading to problems in Crucible. Overall it is a fun and serviceable weapon but there's no time to use it in the Raid. Campaign: 7/10 Crucible: 5/10 Patience and Time If you've got it, they'll never see you coming. This is a Year One and a Year Two weapon. Any class can obtain this weapon. This weapon is sold by Xur for 23 Strange Coins. Unique Perks: [Patience and Time: Aiming for a short time causes you to go invisible] This Sniper Rifle used to be an excellent one, a shining example of a Crucible sniper rifle, with its speedy handling and buckets of ammo thanks to Field Scout. Aiming for a short time renders you invisible the AI, who seems to need an eye check as they blatantly ignore you as you line up your target. However, the weapon's handling speed got significantly reduced when it was released as a Year Two weapon and now is among the sluggish of sniper rifles. You'll need a LOT of Patience and Time to use it efficiently. And that's just Campaign. In Crucible, this is among the worst of the worst thanks to a useless perk, because enemy players will still be able to see you when you're invisible and will be only too happy to shoot you. Throw in poor handling, the difficulties Sniper Rifles face in Crucible and you have a recipe for complete and utter disaster. Besides, there are much more useful perks than invisibility out there. Like faster reload, health regeneration and so on. Crucible: 3/10 Campaign: 5/10 Plan C Good fighters have contingency plans. Great fighters don't need them. This is a Year One and a Year Two weapon. Any class can obtain this weapon. This weapon is sold by Xur for 23 Strange Coins. Unique Perks: [Plan C: This weapon charges near-instantly if swapped to from another weapon] To be honest, I never really notice Plan C. It never stands out to me, never entices me to buy it. It's not the best weapon in the game, but it's a long way from the worst. The issue with it is that there's only 1 Exotic slot up for grabs and Plan C just seems happy to sit back and not do anything. The unique perk addresses a common complaint about fusion rifles: the charging time. Swapping from another weapon charges Plan C near-instantly, but it has cooldown, and we're talking minutes here instead of seconds. This makes Plan C's unique perk interesting. It rewards you for not using Plan C and in exchange rewards you for using Plan C. In Campaign, it's pretty mediocre and is only slightly more useful when it comes to bosses, but that's eclipsed by the usefulness of it in Crucible. Only a little, so although it's not exactly great, Plan C is a better Crucible weapon than Campaign, but I still can't recommend it, although I see why people use it. Plan C is not a bad weapon, it's just one that isn't at the top of the chain. Fusion Rifles are not exactly popular and Plan C does nothing to help get rid of the stigma. Stick to the scout rifles and swords, you might need a Plan D. Campaign: 8/10 Crucible: 8/10 Pocket Infinity You cannot shake the feeling that this is less a weapon than a doorway. This is a Year One weapon. Any class can obtain this weapon. Purchasing a Special Weapon Legacy Engram from Xur has a chance to award this weapon. Unique Perk: [Pocket Infinity: This weapon can be in full auto mode. Rounds that miss have a chance to be returned directly to the magazine] Pocket Infinity is a Fusion Rifle rifle beginning with the letter P. That's about the only similarities it shares with Plan C, a fellow fusion rifle you should be using instead. Pocket Infinity sounds good on paper, but like so many other Exotics, it's just not a very good weapon. If you can hit an enemy, it's likely to be a kill. Unfortunately, the chances of you hitting an enemy are very low thanks to a ridiculously slow charge time that even a snail could outrun. Full auto mode does little to help this and actually makes things worse by firing so quickly that you'll be reloading in no time... which is the opposite of what you want. Rounds that miss having a chance to return to the magazine is only slightly useful and fails to make up for the overall lack of usefulness or quality of this weapon. Pocket Infinity does provide infinity... and this infinity is one of sheer dreadfulness. If this is less a weapon than a doorway, then maybe we should just walk past it. Campaign: 5/10 Crucible: 4/10 Queenbreaker's Bow Despite the Breaker's treachery, her majesty still stands. This is a Year One and a Year Two weapon. Any class can obtain this weapon. Completing the activity "Challenge of the Elders" has a chance to award this weapon. Unique Perks: None Queenbreaker's Bow has no unique perks, but don't let that fool you. This weapon is a lethal machine that serves a dual purpourse. It has two scopes, which you can change between, and those scopes make up for the weapon's lack of unique perks. One is a Sniper scope, useful for taking out enemies at long distances with accuracy. The second scope is a standard combat scope that most weapons in the game use. This makes Queenbreaker's Bow extremely versatile and adaptable. It's a great campaign weapon, suited for either sniping or combat, both of which make up the bulk of campaign missions. Although the dual purporse scopes aren't as much of an asset in Crucible, they're still useful and a force to be reckoned with. Overall, this is a worthy addition to the ever-growing Exotics list. Campaign: 7/10 Crucible: 7/10 Raze Lighter With your own hands, you forged the mighty Raze Lighter. Now take it in hand and feed its flame. This is a Year Two weapon. Any class can obtain this weapon. Completing the quest "A Sword Reforged" awards this weapon. Unique Perk: [Pheonix Uppercut: Press the fire button to unleash an uppercut of fire] Raze-Lighter is the third and last Exotic sword to be introduced with the release of The Taken King DLC. Like all the other Exotic swords, it deals massive damage to enemies in exchange for getting up close and risking a powerful melee attack from a Knight or a more powerful enemy. Having said that, Raze Lighter is an enormously useful weapon on Skolas' Revenge, the level 35 Prison Of Elders mode. Blocking with the sword cancells Skolas' one-hit-kill debuff that frequently pops up out of nowhere. The Unique Perk looks a little underwhelming compared to the others, but it's just as good. This is not a weapon that messes about, so the Unique Perk would naturally follow suit. Pheonix Uppercut unleashed devestating damage to one enemy, and if you're smart enough you can move in, deal an uppercut and quickly move out. This tactic works well against bosses, for which Pheonix Uppercut has a huge advantadge over the other swords. This sword can't match Dark-Drinker's excellent Perk that clears waves of Thrall, but it's still a useful weapon all the same. Campaign: 9/10 Crucible: 8/10 Red Death Vanguard policy urges all Guardians to destroy this weapon on sight. This is a Year One and a Year Two weapon. Any class can obtain this weapon. This weapon is sold by Xur for 23 Strange Coins Unique Perks: [Red Death: Each kill speeds up reloads and heals you] Like Bad Juju, Red Death is a Pulse Rifle. Unlike Bad Juju, it's former owner wasn't an insane psychopath who got himself killed. Red Death's perks are surprisingly good, rewarding players for killing enemies, which is particularly useful for Strikes and story missions. Prison of Elders, however, is where Red Death really shines. The vast amount of enemies combined with a high rate of fire allows you to mow enemies down quickly, gaining health along the way. Red Death doesn't hold up as well in Raids, but it's still a good weapon to use. In the Crucible, bonuses like this are important for staying alive, so Red Death's usefulness in Crucible is often understated. It doesn't actually take that many bursts to kill a player in Crucible, and you'd be surprised at how few people use it. Which is, given that weapons like Hawkmoon, The Last Word, Icebreaker, Gjallarhorn and more steal the spotlight. So while Red Death can certainly cause death, it's not perfect, struggling slightly with Raids. But it's a pretty good weapon. Campaign: 8/10 Crucible: 7/10 Sleeper Simulant Subroutine IKELLOS: Status = Complete. MIDNIGHT EXOGENT: Status = Still In Pogress This is a Year Two Weapon Any class can obtain this weapon. Completing the quest "First Firewall" awards this weapon Unique Perks: [Activate IKELOS: Causes the laser to richochett 5 times off a hard surface] Sleeper Simulant is an interesting weapon. Activate IKELOS is more useful than the description lets on, because every wall, floor and ceiling in Destiny is a suitable target for Sleeper Simulant'a unique perk. Unfortunately, that doesn't really improve the perk. Sure, it's fun and satisfying to use after going through a quest to get it, but Activate IKELOS is a mixed bag. On one hand, it causes extra damage in Campaign - a place where you need to squeeze as much damage out of your weapons as possible - and on the other hand, it doesn't do too much in Crucible, given that enemies can probably withstand the richochett effect and kill you at the same time. Guardians in Crucible can also dodge it and most are smart enough to either keep their distance as not to get hit, or to melee you and headshot you quickly enough to negate any effect caused by Activate IKELOS. Yes, you could probably get an effect out of Sleeper Simulant if you tried, but there are other weapons out there that do much better jobs and are easier to use as well. Black Spindle, for example, is a much better weapon against most campaign enemies. Sleeper Simulant is a weapon that should probably go back to sleep right now. Campaign: 8/10 Crucible: 6/10 Super Good Advice This weapon is full of it. This is a Year One and a Year Two weapon. Any class can obtain this weapon. This weapon is sold by Xur for 23 Strange Coins Unique Perk: [Super Good Advice: Missed shots have a chance to be returned to the magazine. Landed shots have a chance to be replaced in the magazine] Super Good Advice's perk is all about conserving ammo, which makes sense considering it's a machine gun with a high rate of fire. The perk says that "landed shots have a chance to be replaced in the magazine". That chance is 100%. This makes Super Good Advice extremely useful in Campaign - as long as you have one round left in the magazine, you can fire indefinitely without needing to reload. This is very useful against bosses, as you can pop out of a hiding spot and fire at the boss without needing to stop to reload - which would put you at danger of getting hit. This complements the other part of the perk, where missed shots have a chance to be returned to the magazine. It's not a 100% chance like the other part of the perk but it can give you some breathing room if your aim isn't the steadiest. In Crucible, Super Good Advice is a weapon to be avoided at all costs. Super Good Advice has too much recoil to actually hit anything. The "no-reload" perk is a lot less useful seeing as you won't even fill your magazine with one heavy ammo pickup. And when you have swords and rocket launchers in the fray, why use a machine gun, especially one with terrible recoil and an unwanted perk? The Super Good Advice here is: Excellent for Campaign and particularly good against bosses, but leave it alone in Crucible. Campaign: 8/10 Crucible: 5/10 Suros Regime Nostalgia as a weapon of war. Style as a hallmark of victory This is a Year One and a Year Two weapon. Any class can obtain this weapon. This weapon is sold by Xur for 23 Strange Coins Unique Perks: [Suros Legacy: Bottom half of each magazine deals bonus damage and has a chance to start health regeneration] Suros Regime is a solid Auto Rifle that does its class proud. It fits within the Suros themes of being customisable, but the choice between Focused Fire and Spinning Up will be fairly straightforward. Spinning Up is by far the better choice due to its higher damage, allowing Suros to tear through high-health enemies. Its main bonus is a decent upgrade, and the health regeneration can be life saving. It's certainly the best exotic Auto Rifle in the game, and in Campaign is an excellent choice for Auto Rifle fans. It fares similarly in Crucible, with enemy health bars dropping incredibly fast once Spinning Up kicks in and the bonus damage from Suros Legacy packing a sizeable punch. Its bad points are that it has a fairly slow reload and its archetype could definitely use a damage bonus but all things considered Suros Regime reigns Supreme over Auto Rifles. Campaign: 8/10 Crucible: 8/10 Telesto Vestages of the Queen's harbringers yet linger among Saturn's moons. This is a Year Two weapon. Any class can obtain this weapon. This weapon is sold by Xur for 23 Strange Coins. Unique Perks: [Unplanned Reprieve: Fusion projectiles attach and detonate with a delayed void blast] [Harbringer's Spark: Multikills with this weapon spawn Orbs for your allies] With an Exotic perk that makes you feel like you're back in Halo spraying the area with needles, a quick reload not often seen among fusion rifles, very low recoil, it's hard to see why anybody won't fall in love with Telesto. In Campaign, it's pretty good an functions so much better than the needler in Halo ever did. The low impact and average range and stability mar what would otherwise be a 9/10 or 10/10 weapon. Unplanned Reprieve is good for dealing a little extra damage, but the explosion radius is too small to really do anything. Harbringer's Spark can get your teammates' supers up quicker, which in turn grants you a quicker super, although getting multikills is tougher than it looks on paper. In Crucible, Harbringer's Spark is useless in Rumble and getting multikills in the Crucible is difficult to consistently achieve - you'll likely be using supers or heavy weapons to get your multikills. Overall, Telesto is a unique weapon with an excellent duo of perks for Campaign but a flurry of flaws hold it back from being a truly great weapon. Campaign: 710 Crucible: 7/10 The 4th Horseman It's not a holdout weapon, it's a pathfinder. This is a Year One and a Year Two weapon. Any class can obtain this weapon. This weapon is sold by Xur for 23 Strange Coins Unique Perks: None The 4th Horseman proves that not all weapons without a unique perk can reach the heights of Queenbreaker's Bow or Vex Mythoclast. The 4th Horseman has quite a lot of potential, but a number of crippling flaws hold back this weapon and stop it from reaching its true potential. This is a shotgun that allows you to quickly blast shells into your enemy's face while laughing as your poor opponent gets pumped full of lead. Unfortunately, the reload speed is terrible, and is very annoying because The 4th Horseman was made for quick blasts of pellets into your enemy's face. As if that wasn't enough, the 4th Horseman has what is probably the worst range in the game. You need to be within melee distance of your enemy, otherwise you're not going to knock any health off. In Campaign, it's less useful than in Crucible thanks to the poor range being more of an issue against enemies with a lot of health. Overall, you may be able to get some potential out of the 4th Horseman, but you'll likely want to stick to some better weapons. Forget the 4th Horseman, where's the 5th Horseman? Campaign: 6/10 Crucible: 510 The Chaperone "My mother had a shotgun we called The Chaperone. Kept us alive out there, before we got to the city" - Amanda Holiday This is a Year Two weapon Any class can obtain this weapon. Completing the quest "Jolly Holiday" awards this weapon. Unique Perks: [The Chaperone: This weapon fires a single precision slug. Grants agility boost] [The Roadborn: Precision kills briefly grant bonus handling, range and precision damage with this weapon] [The Survivor: Three rapid kills while The Roadborn is active will return two rounds to the chamber] The Chaperone is a shotgun that fires a single slug round instead of spraying the enemy with countless pellets, which may sound bad on paper - the more the merrier - might actually be the key to The Chaperone's success. It has almost no recoil, the highest range on a shotgun in the game (I think) and has a quick rate of fire. This is marred only by the slow reload speed but with those stats, I'm surprised there's not much more negating said stats. In Campaign, it's bizzarely ill-suited thanks to the precision slug perk. A sniper rifle could do the same job - the only difference is that the Chaperone is close-range and sniper rifles are long-distance weapons. The Chaperone in Campaign is very much like a close-up sniper rifle and it's for this reason that I recommend a sniper rifle over the Chaperone is Campaign. In Crucible, it's a different matter. The range of the Chaperone is excellent, and sniper rifles are difficult to use well in Crucible. The Chaperone flawlessly combines to precision damage of a sniper rifle with the up-close barrage of a shotgun. The result is a weapon that can stand on its own two feet even without the two perks Roadborn and Survivor. In fact, The Survivor is nigh impossible to get. You need to get a precision kill, then get another three rapid precision kills. That's 4 precision kills, 3 rapidly. Not exactly an easy task. Your reward? 2 rounds in the chamber. Overall, the Chaperone is an excellent Crucible weapon but doesn't know what it needs to do in Campaign. Campaign: 5/10 Crucible: 8/10 The First Curse Is when death becomes an afterthought. This is a Year Two weapon. Any class can obtain this weapon. Completing the quest "Imprecation" awards this weapon. Unique Perks: [The First Curse: First precision kill of the magazine refills the magazine and increases range, stability and movement speed.] Destiny seems to have a surplus of Exotic hand cannons. Thorn, The Last Word, Ace of Spades, Hawkmoon and now The First Curse. With 5 hand cannons vying for your Primary Weapon slot, it's sometimes easy to feel overwhelmed. The First Curse is certainly an interesting weapon, with a no-frills perk that does the job and a questline that demands you use hand cannon after hand cannon. It's also one of the few things Banshee-44, the Gunsmith, actually does aside from providing legendary weapons with a bizarre and confusing method of obtaining. Despite all this, The First Curse, while a good weapon, doesn't challenge Hawkmoon or Ace of Spades. The Perk helps greatly with activities such as Prison of Elders, Patrol, Story and Strikes. It's not such a godsend on Crucible and Raids, perhaps because The First Curse works better when used on weak or large numbers of enemies. It is still a useful weapon in Crucible, make no mistake about that, but the Perk is more helpful in Campaign simply because there are more enemies to kill and said enemies are weaker. Despite this, I still recommend it as a weapon to be used in both Campaign and Crucible, but if you have Hawkmoon or something better, you can forget The First Curse. Campaign: 8/10 Crucible: 8/10 The Jade Rabbit What kind of harebrained scheme have you got in mind this time? This is a Year Two weapon. Any class can obtain the weapon. This weapon is sold by Xur for 23 Strange Coins. Unique Perks: [The Fate of all fools: Chain body shots to gain bonus damage on your next precision shot and return ammo to the magazine] This is currently a PlayStation exclusive, so Xbox owners need to skip this one, at least till Fall 2016. The Jade Rabbit has some use in Campaign and Crucible, as the perk works equally well for both, a rare occurrence. The Jade Rabbit is a slow firing Scout Rifle, but each shot hits the enemy like a ton of bricks. I don't own a PlayStation, so I haven't tried it, but apparently it's pretty good. The Jade Rabbit's perk makes it well suited to long and mid-distance encounters - Scout Rifles were never made for close up attacks - that's a shotgun's job. In Campaign, body shots are easy to get as are headshots, so the perk is worth something here, although most regular enemies will be too dead for you to take advantage of the perk. In Crucible, Guardians have enough shields to take the body shots, but a precision kill coupled with bonus damage is probably too much for most to handle. Overall, the Jade Rabbit is a solid weapon, but it's not for close encounters of any kind. Campaign: 7/10 Crucible: 810 Exotic List (Continued) The Last Word "Yours... not mine" - Renegade Hunter Shin Malphur to Dredgen Yor This is a Year One and a Year Two weapon. Any class can obtain this weapon. This weapon is sold by Xur for 23 Strange Coins. Unique Perk: [The Last Word: Bonus accuracy, precision damage and target acquisition when firing from the hip] The Last Word actually has an epic story behind it. Problem is, this is all hidden in the grimoire instead of, you know, being in the game. Nevertheless, The Last Word is a unique hand cannon as not only does it have a unique firing animation, it also has a fancy trick where the gun spins around in your hand for a second after swapping to it (This isn't unique though - several other hand cannons have this including Ace of Spades) and rewards you for firing from the hip. It used to be one of the best weapons in Crucible, but now it's fallen from grace thanks to a series of nerfs designed to fix The Last Word's major issues in Crucible - It was a godkiller weapon, and one of the most overpowered weapons in the game alongside Thorn. Perhaps it's fitting that the owners of these two weapons were enemies. Anyway, The Last Word is now only a slightly above average weapon. A master player could probably squeeze a good performance out of The Last Word, but why restrict yourself when you have better weapons to use? Like Thorn, The Last Word is a reminder of Destiny's past days and is a weapon that has peaked long ago. Campaign: 4/10 Crucible: 7/10 Thorn "To rend one's enemies is to see them not as equals, but as objects - hollow of spirit and meaning" - 13th Understanding, 7th Book of Sorrow This is a Year One weapon. Any class can obtain this weapon. Purchasing a Primary Weapon Legacy Engram from Xur for 29 Strange Coins has a chance to award this weapon. Unique Perks: [Mark of the Devourer: Rounds overpenetrate targets and cause damage over time] Thorn is another weapon that has fallen from grace. Instead of being the undisputed champion of Hand Cannons, it's now a middling weapon reserved only for the very nostalgic or very desperate. Thorn's damage over time was formerly a death sentence, but now it's just a mild annoyance, thanks to an update by Bungie designed to adress the issue of players getting killed too often by Thorn. And now that Hawkmoon is no longer a Playstation exclusive, Thorn's popularity has plunged. Overpentrating targets isn't that useful and in Campaign, your bullets will do more damage than the perk will. And now that Touch of Malice has arrived, there's little reason to use it anymore. There's not much else I can say about it other than the fact that it's not really a weapon you want in your Exotic weapon slot. The weapon has now been abandoned in Campaign in favour of better weapons, and although it's still able to do at least some damage in Crucible, you can't shake the feeling you could do much better. Just use any Year Two weapon. Campaign: 5/10 Crucible: 6/10 Thunderlord They rest on quiet fields afar... for this is no ending, but the eye. This is a Year One and a Year Two weapon. Any class can obtain this weapon. This weapon is sold by Xur for 17 Strange Coins. Unique Perk: [Lightning Rounds: This weapon fires faster and more accurately the longer the trigger is held] In Campaign Thunderlord beats fellow Exotic machine gun Super Good Advice on every front. In Crucible, they're closely matched with Thunderlord edging ahead a bit. Lightning Rounds is a useful perk in both areas, but especially Crucible, where your aim needs to be pinpoint precise thanks to low ammo and fast-moving Guardians. The magazine size seems quite small, but Thunderlord fires a little slower than other machine guns and deals large amounts of damage with every bullet, not to mention its astonishing ability to demolish any arc shield it comes across. In Campaign, Thunderlord's perk is so much more useful than that of Super Good Advice. With machine guns, you'll be holding down the trigger anyway, so faster and more accurate firing is welcome, but it doesn't necessarily change the entire game, which is my only criticism of it in Campaign. In Crucible, the perk is much more useful because there's a much bigger need for it. Although there are a handful of Legendaries that produce similar results, Thunderlord remains the undisputed king of machine guns in Campaign and is a worthy weapon in Crucible. Campaign: 8/10 Crucible: 9/10 Tlaloc Release the storm. Hold nothing back. This is a Year Two weapon. You must be a Warlock to obtain this weapon. Completing the quest "Back In The Saddle" awards this weapon. Unique Perks: [Overflow: This weapon has better handling, rate of fire and stability when the user's super is charged] Tlaloc is certainly an interesting weapon. Without the Overflow perk, Tlaloc is just like any other boring scout rifle - without the perk, you'd be better off using a Legendary scout rifle for your needs. But with Overflow, Tlaloc is transformed into an excellent weapon, albeit one that can only be used by Warlocks. Tlaloc also comes with the grenadier perk, which grants grenade recharge on a kill. Warlocks have some of the best grenades in the game, from Sunsinger Fusion grenades to Stormcaller Storm grenades. And when Overflow is ready, Tlaloc suddenly becomes a lethal, unstoppable killer. Reload times shoot right up, recoil plummets and rate of fire increases (and without sacrificing damage or impact like Fabian Strategy). This may seem overpowered, but it's actually a clever piece of design on Bungie's part. You can't use your super, otherwise Tlaloc with return to its average, default state. This makes Tlaloc harder to use as Stormcallers, and to a lesser extent, Voidwalkers, as they need the supers to dish out damage to bosses and hordes of enemies. It's Sunsingers that will truly feel Tlaloc's benefits as their super is often used only to self-revive. In Crucible, Tlaloc is less useful due to the simple fact that you'll be spending half the match stuck without a super and therefore unable to take full advantage of this weapon. Overall, Tlaloc is an excellent Warlock-only weapon that suffers a little in Crucible but can really bring the pain in Campaign. Campaign: 9/10 Crucible: 8/10 Touch of Malice "Let them feel every lash, every blow, every touch of malice they first dealt to me" - Eris Morn This is a Year Two weapon. Any class can obtain this weapon. Completing the quest "Hunger Pangs" awards this weapon. Unique Perks: [Touch of Malice: The final round of each magazine regenerates and deals bonus damage at the cost of the wielder's life force] [Touch of Mercy: Three rapid kills will return a portion of the wielder's health] Touch of Malice is a unique weapon, dealing bonus damage at the cost of your own life. The long and frankly boring quest line you complete rewards this unusual weapon. Dishing out damage like nobody's business and having an infinite magazine is great, but it becomes all too easy to become carried away and find yourself dead by your own hand. In Crucible, it simply fails, because why would you use Touch of Malice when you have weapons like Hawkmoon, Ace of Spades, The Last Word, The First Curse... all Hand Cannons, of course. They are the bread and butter of Primary Crucible fighting and weapons like Touch of Malice get sidetracked and left in the dust. It's pretty useful on Prison of Elders and Story Missions, because who doesn't want extra damage? But all that's completely overshadowed by how epic this weapon is in Strikes and Raids. It is an absolute godsend. Touch of Malice works wonders on Bosses, sending waves of damage out against them quickly and efficiently, thanks to the Touch of Mercy perk (There's always enemies near a boss) and the Touch of Malice perk which deals extra damage on top of all the supers, rockets, grenades and sniper bullets hurled at the boss. Just keep an eye on your health bar. If you can manage your health carefuly, then you can do huge amounts of damage. Campaign: 9/10 Crucible: 7/10 Truth "Is where you seek it" - Lomar This is a Year One and a Year Two weapon. Any class can obtain this weapon. This weapon is sold by Xur for 23 Strange Coins. Unique Perks: [Prototype Truth Seeker: Rockets zoom round corners to hit their targets] Truth is the best rocket launcher in the Crucible and gives even swords a run for their money. The unique perk is an excellent one in Crucible - firing a rocket 180 degrees in the air means it will lock on the poor Guardian who's rushing at you. This makes Truth by far the best rocket launcher in Crucible. Weather or not it's the best heavy weapon is a completely different (and less one-sided) argument. Nevertheless, this weapon is not to be messed around with in Crucible. In Campaign, it's a sightly different story. While Truth is still quite good against bosses and hordes of enemies, the Exotic swords have dethroned Truth and taken the top spot as the best heavy weapons in Campaign. This is because Truth's unique perk is slightly less useful in Campaign, mainly because aim is not a huge problem. Regardless, that doesn't mean you should dismantle Truth in favor of a sword as Truth is still a good weapon, just not the best. Overall, it's a stellar weapon in Crucible and an excellent one in Campaign. Campaign: 8/10 Crucible: 9/10 Universal Remote To the untrained eye, this beast is a junker. To the trained eye, however, this junker... is a beast. This is a Year One and a Year Two weapon. Any class can obtain this weapon. This weapon is sold by Xur for 23 Strange Coins Unique Perks: [Universal Remote: Range and precision damage increases greatly while aiming down the sights] Universal Remote is an exotic primary shotgun and is the only shotgun in the game that can be equipped in the primary weapon slot. The Universal Remote perk nearly doubles the range while aiming down sights, allowing for kills up to the lower end of mid-distance. Precision damage is a nice addition but seems like an added gimmick. The stability is high, but as a primary weapon Universal Remote fails. Your secondary weapon will need to be flexible, versatile and not a shotgun. A sniper rifle or fusion rifle could probably do the job, but this leaves you dangerously vulnerable if your sniper ammo runs out - you'll need to fall on a close-range shotgun for kills, which isn't a good idea when hordes of bosses or powerful enemies are near. Adding to Universal Remote's boatload of problems is that the ammo reserves are not good. And without the Universal Remote perk, the range is terrible. In Campaign, it just won't perform. In Crucible, it fares much better thanks to range and ammo problems being negated by the Crucible. Overall, you should probably skip this one, but if you want to use it for Crucible, go ahead. Campaign: 5/10 Crucible: 7/10 Vex Mythoclast ...a casual loop within the weapon's mechanism, suggesting that the firing process somehow binds space and time into... This is a Year One weapon. Any class can obtain this weapon. Completing the activity "Vault of Glass" on Hard mode has a chance to award this weapon. Unique Perks: None Vex Mythoclast is a fusion rifle, but it acts more like an auto rifle. Holding down the fire button unleashes a non-stop hail of bullets. Sadly, this weapon's lack of unique perks and the fact they it's a Year One weapon lowers the effectiveness of this weapon. And the low magazine really doesn't complement the full-auto mode this weapon offers. Thank goodness for Extended Mag. It's an interesting curio for beating Vault of Glass on Hard mode, but Year Two has arrived and there's other options. But don't get me wrong: if you don't have The Taken King DLC, then this weapon will be your best bet. Vex Mythoclast performs well in Crucible, blasting down enemies within the right range before they have a chance to shoot back. In Campaign, it works better because at least you have time to hide behind cover, reload and pop out to shoot some enemies. Whereas in Crucible, your enemies will rush over to you before you even start the reload animation. Shame about the lack of Crucible modes that don't require The Taken King. Campaign: 8/10 Crucible: 8/10 Zen Meteor Complete awareness, complete focus. A mind sharpened by dilligence to a single deadly point. This is a Year Two weapon. Any class can obtain weapon. This weapon is sold by Xur for 23 Strange Coins Unique Perks: [Dynamite: Grants explosive rounds. Rapid kills with every round in the clip load an extra, higher damage round for 5 seconds] [With a laser beam: The extra round from Dynamite causes a massive explosion] Zen Meteor is an intriguing sniper rifle and one that might by worth your time... provided you have a PlayStation console, of course. Zen Meteor has two unique perks that work alongside each other. Zen Meteor only has 3 rounds per clip, which is good for the perk but bad for general purporses. Three rapid kills will load an extra, explosive round that you have 5 seconds to fire. This is very useful against bosses and other high-health targets, but Black Spindle already covers this, and Black Spindle only relies on Precision hits, not kills, so it's more suited to high-health enemies. But Black Spindle is not exactly an excellent weapon in the Crucible and Zen Meteor fills that role... but not very well. Three rapid kills, while not as tough as three rapid precision hits, is still a very tough goal and your only reward is an extra, explosive bullet that you only have 5 seconds to get rid of. Overall, Zen Meteor may have explosive rounds, but Black Spindle is the better weapon. Campaign: 8/10 Crucible: 5/10 Zhalo Supercell An upcycled torrent of righteous thunder. This is a Year Two weapon. Any class can obtain this weapon. This weapon is sold by Xur for 23 Strange Coins. Unique Perks: [Zhalo Supercell: Arc projectiles have a chance to chain lightning when enemies are close together] [Bolts from the Blue: Double kills with this weapon charge a small amount of super energy and return ammo to the magazine] Zhalo Supercell is an auto rifle that fires bolts of blue lightning at your enemy. It's one of a small pool of primary weapons that cause elemental damage - the only other weapons known to do this are Raid weapons. This helps Zhalo Supercell enormously, and we haven't even got onto the perks yet! Zhalo Supercell has two excellent perk that complement each other. Double kills are easy in Campaign and are not too difficult to get in Crucible. With the amount of super energy generated from your double kills, Zhalo Supercell can even the playing field quite quickly. In Campaign, it's a stellar example of an auto rifle and an exotic, putting Suros Regime to shame. The Zhalo Supercell perk is no dead weight either, chaining lightning together when enemies are close by, which is quite a common occurrence in Campaign. In Crucible, Zhalo Supercell's unique perks are diminished, but to different degrees. Bolts from the Blue is only slightly less useful in Crucible as Double kills can happen and aren't too difficult to achieve. The Zhalo Supercell perk is a lot less useful, as Crucible enemies rarely stick together in team games and are guaranteed to be separated in Rumble. Overall, this is the best auto rifle in the game for Campaign, but leave Crucible to the hand cannons and scout rifles. Campaign: 9/10 Crucible: 8/10 Exotic Quests Exotic quests are essentially, quests that award you an exotic at the end. There used to be "Exotic Bounties" that were basically the same thing. In any case, exotic quests generally you to kill a certain amount of enemies using a certain weapon, collect items and do special strikes that are harder than the norm. They all have several stages, with several quests being unable to start unless you go in a certain mission on the 240 Light Level version. A Sword Reforged For this, you need any of the three Legendary swords from Lord Shaxx. You can buy them once you've cleared the Taken King quest. It's pretty easy, so I won't explain it here. First, you need to kill 50 Majors and 25 Crucible players, all with a sword. Majors can be found in Patrol or by replaying Strikes and Story missions. As for Crucible, it should be noted that you don't need to have sword ammo, you can still use an ammoless sword and get the progress, it's just harder to kill people without ammo. 5 to 8 Crucible matches should be enough, depending on gour skill level. Once that's done, return to Lord Shaxx in the Tower for your next quest step: defeating Ecthar, Sword of Oryx. You can do this in Patrol, which is something I recommend. Head to the Founts and drop down the first hole in the ground then fins the entrance to the middl room. At the back are 3 Knights, use your shotguns, sidearms or snipers to deal with them. The massive door they were standing in front of will rumble open and provide access to the Asylum. From this point, just kill enemies until Ecthar spawns. The only way you can damage his shield is with your sword, so make good use of it and bring a Heavy ammo synthesis. Once he's dead, return to the Tower to get your next step from Lord Shaxx. Your next step is to get the sword to 280 attack by infusing other weapons into it. You can buy vendor machine guns or buy an Exotic heavy weapon from Xur. You can also just grind Crucible or Vanguard Strikes to get better gear for the sword. Next, you need to get Rare Planetary materials. Which ones will depend on your sword: Relic Iron for Void, Solitron Flare for Solar and Zeptoclyte Cores for Arc. Relic Iron is found naturally on Mars, do some Patrol and you'll come across it. Solitron Flares are found in Helium Filaments and Zeptocyte Cores are found in Spinmetal. Each piece of Helium Filaments/Spinmetal has between a 5/10% chance to drop a Rare material. Return to Lord Shaxx and he'll tell you to wait until next Armsday for the next quest step. I hope you're patient. I also hope you're not playing on a Thursday. Once Armsday arrives, speak to Shaxx then speak to Eris Morn. You'll be issued with your last step: Kill the Warden of Oryx, then kill Alak-Hul, the Darkblade to sesl your sword. You only have 30 seconds, so be quick! Once Alak-Hul is dead, return to Shaxx to claim your sword. You'll be given 3 options: Bolt-Caster, Dark-Drinker and Raze Lighter. Personally, I would tale Bolt-Caster pr maybe Dark-Drinker, but it's up to you! Back In The Saddle You must be Rank 3 with the Gunsmith to access this quest. Once you're Rank 3, you'll need to get weapon kills with primary or special telemetry (it depends on the class). If you have armour that increases the experience gained from the weapon you need to get your kills with (i.e if you need hand cannon kills and have a chestpiece which increases hand cannon ammo) then that counts as telemetry as well, strangely. Once that's done, return to the Gunsmith. And now we need to dismantle Rare or Legendary weapons (again, the type is class-specific). If you have a huge surplus of Legendary marks you're willing to spend, then you could buy Legendary weapons, but seeing as almost nobody has a surplus of Legendary marks, you'll probably just need to grind out Crucible. Although if the Iron Banner is on and the weapon type you need for dismantling is there, then that would be perfect. Sadly, most will just have to grind out regular Crucible. Once that's done, return to Banshee for your reward! You'll get either Ace of Spades, Fabian Strategy or Tlaloc. First Firewall On the 7th of each month, a mission called The First Firewall will be available. This mission takes you to the Cosmodrone on Earth, inside Rasputin's bunker. Scan the console and get ready for a bunch of Hive and Taken Knights. A weapon with Arc damage is helpful. After this, an Ultra Knight , Kandorak, will spawn. Kill him, then you'll get the Curious Transceiver. Inspect the Curious Transceiver to bring up a screen where you can input a code. There's two rows of images. I'm going to call the first one "A" and the second one "B". Input the codes from left to right, in this order: A B A A B B B A B A B A A B B A A A B B B A B B B A A A B A B A B AA Next, the mission Shadow Call will pop up. Note that you must do this alone, you can't bring any friends round here. You'll start at a broken bridge, and you have 4 minutes to get to the top. Rush past the Taken, don't fight them unless you have to. Use a sword or sidearm for this mission. At the top, you'll battle 3 Yellow Wizards. Quickly kill them to receive the Ikelos Fusion Core, an Exotic mission item. Oh, look, it's not finished yet. We need 5 more components. For the first, complete the Archive mission on Venus. Very straightforward, no explanation needed. Next, dismantle any Legendary Heavy weapon. Crucible is a good bet for this, as are Vendor weapons. For the third, defend the Warsat during a public event on Earth. Use Patrol for this and refer to the Public Event guide by . Do the same for the Moon and Mars. Now you have all 5 components, assemble the fusion core and hand it in to the gunsmith, Banshee-44. Wait for a day and he'll give you one last mission: Fallen S.A.B.E.R Strike. Piece of cake. Do it, and Banshee will award you with your weapon. Job done! Hunger Pangs You will need a Calcified Fragment to get this quest. Once you have the Calcified Fragment, go speak to Eris Morn, and she'll give you your quest, which requires you to collect 5 more. The First step is a mission in which you need to kill the Taken Centurion, Brachs. He's in the Salt Mines, or more specifically, in Bunker WAR-4. Rocket Launchers and Sniper Rifles work best for this. Once that's done, return to Eris. Your next step is to obtain 3 items from the King's Fall Raid. They are: The Blade of Famine, The Shroud of Anûk and The Ravenous Heart. The Blade of Famine is obtained by killing the Warpriest. The Shroud of Anûk is obtained by killing the Deathsingers and the Ravenous Heart is obtained by killing Oryx. Once you have all 3 items, return to Eris. Now she asks for 50 Weapon Parts (really easy), 25 Wormspore (not too hard) and 50 Hadium Flakes (Quite Time-consuming). Do Patrol on the Dreadnaught until you get the 50 Hadium Flakes. Wormspore is also found on the Dreadnaught. Give the items to Eris, and she'll give you the penultimate step: kill Morgath. Morgath is a Taken Knight and this quest step asks you to kill him at the end of the strike The Undying Mind. Do so, and Eris will give you another task, although this one is hidden: 45 Calcified Fragments! How many does she need? Regardless, collect them and Eris will award you with... another quest step! Don't worry, this is the last one! Go to Phobos, where you'll find the Taken Wizard, Mar-Zik at the end of the mission Fear's Embrace. Once that's done, head back to Eris and she'll give you Touch of Malice. Finally! Husk Of The Pit This quest isn't a traditional quest. Instead, it makes you upgrade a weapon, not once, but twice, in order to get your Exotic Necrochasm. First things first, you're going to need Husk of the Pit. This is a common auto rifle obtained by killing Blades of Crota. How many Blades you need to kill is up to random chance. Some get it on their first try while others are still missng one after 200 Blade kills. Be careful not to dismantle it, as it's a common white gun and could be easily mistaken for a useless piece of junk in the eyes of an unknowing player. The only way to kill a Blade of Crota now is to go to the Story Mission "The Fist of Crota" and kill the Blade of Crota there. So now you have your weapon, you just need to upgrade it. and instead of using experience like everything else, Husk of the Pit demands you kill 500 Hive in order to level it up. That's a lot of Hive. You could try Crota's End or the "We've Woken the Hive" area from the Dark Beyond mission. Any Strike, Patrol or story mission will be fine, although this one's going to take a while. Now that's done, you need an Embalming Orb from Eris Morn. It only costs 10 Black Wax idols, and no doubt you'll have a lot more than that when it comes to giving them to Eris. You also need Rank 3 in Crota's Bane otherwise Eris won't give you the orb. After getting the orb, Husk of the Pit will evolve into a Legendary weapon called Eidolon Ally. Just when you got tired of Experience, Eidolon Ally must be upgraded with experience. That's unpredictable. And somewhat annoying. Nevertheles, just grind out the experience. It'll take a while, but it's relatively easy. Now you need a Crux of Crota. How do you get this? By killing Crota, of course. Except this time, you need to do it on Hard mode - no using normal mode as a crutch, it won't work! Again , this is subject to random chance, but it's very unlikely you'll get it within a few goes. Just keep doing it every week-my friend got his after about 3 months of doing it. After your final slog, it'll be a great relief when you finally get your hands on the coveted Necrochasm. Imprecation You must be rank 5 or higher to get this quest. After you have the necessary rank, go over to the gunsmith, Banshee-44, who will give you the first step: Get 500 Hand Cannon kills while a Primary telemetry is active. Those telemetries can be bought from Banshee. Shouldn't be too difficult. Once that's done, you need to wait until the next Armsday rolls around, which is every Wednesday. Return to the Banshee and he'll give you a 200 Attack power hand cannon called "Imprecation". He'll also give you the next step, which is to infuse the weapon. Next, go on a kill spree. Just do Patrol and find groups of enemies to kill. It's really quite easy. Your next step is to get a kill spree with precision kills in Crucible. What this means is that you simply need 7 Crucible Precision kills in one match. It doesn't have to be in one life, just 7 kills will do. After this, return to Banshee. You'll need to wait until the next Armsday rolls around, so I suggest starting this quest on a Tuesday, just before Armsday rolls around. When the next Armsday arrives, simply waltz up to Banshee to claim the weapon "The First Curse.." The quest is complete, go forth and show off your brand-new Exotic. Jolly Holiday You need to have completed the main story of The Taken King and have Rank 3 in the Crucible for this quest. After a while, Amanda Holiday, the shipmaster, will have a quest marker over her head. Talk to her and start the quest. Your first task is to get kills in Crucible with The Last Word. Each kill gives you 1% progress, but death takes 2% progress away from you, making this a tough challenge. Note that The Last Word doesn't have to be used, all you need is The Last Word equipped for the kills to register. If you have a Heavy or Special weapon you favour over The Last Word, feel free to use them. Unequipping The Last Word means you won't be penalized for deaths, which may seem obvious, but it can be a useful tactic, as you can just equip it when you have a Heavy or Super ready, then unequip it. You need around 100 kills for this. Killstreaks award more points, but you'll inevitably die if you're doing this for an extended period of time. Once that's done, return to Amanda Holiday. Now she wants 15,000 Glimmer. So basically, you need to bribe her. Grind Crucible or Patrol to get Glimmer. Now that Amanda's been bribed enough, you have a choice. You can chose to kill Level 40 majors, or Guardians with shotguns in the Crucible. Personally, I prefer the second option as it's more accessible and killing Guardians with shotguns is easy enough. For the Crucible, it's 3% progress per kill and for the Majors, it's 6% progress per kill. In other words, you need 34 Crucible shotgun kills, or 17 Enemy majors. There's no penalty for dying here, so don't worry about that too much, just focus on getting kills. Once that's done, return to Amanda Holiday for your next quest step. Now you'll need to take on The Shield Brothers in a specially designed, 290 Light Level Strike. Oh, and you need to kill both of them with a shotgun. What this means is that the final blow dealt to the Shield Brothers must be from a shotgun. For the other parts of the Strike, use whatever weapon you like. And now you're done! Return to Amanda to claim your prize. You'll need to wait till the weekly reset to get it, so if you're playing on Tuesday or Wednesday, you'll need to wait a bit. I hope you have patience. Lost and Found Go to the Vestian Outpost and speak with Petra to get the first stage of the quest, where you need to Patrol all the planets and defeat a Taken champion. When you see the message "Taken forces are corrupting the area" stay and fight the waves of Taken hurled at you. Before long, a Taken champion will spawn. Take them out with supers and rockets, with a few sniper rifles thrown along the way. Repeat this until every planet has been rid of the Taken champion. For your next step, go speak to Variks the Loyal, again at the Vestian Outpost. You'll be told to kill Fallen enemies. Simply complete a quick, low-level strike featuring Fallen enemies. Piece of cake. Next, go to the Rubicon Wastes on Mars. Use Patrol for this. The Archon will spawn, so bring him down quickly to finish up your questline. Then go back to Petra and she'll give you your penultimate step-but only if you are Rank 3 with Queen's Wrath. Kill 50 Taken or Hive enemies Patroling the Dreadnaught. The enemies are found everywhere on the Dreadnaught - this should be easy. Now head to the Court of Oryx and do Tier 1 events until you get a "Tech Witch Broom". Now return to Petra and she'll give you your reward, Boolean Gemni. Not Forged In Light For this, you'll need to go into the mission "Paradox" in the 240 Light Level version. Go into the mission and collect three memory fragments scattered throughout the mission. Look up a YouTube guide for this, as it's pretty difficult to explain in words. You'll also need to defeat the Blighted Descendent Minotaur and collect the Cult Ghost. Remember, this can only be done when Paradox is set to the highest difficulty. When the Future War Cult (FWC) vendor, Lakshimi-2, has a quest marker above her head, go see her. She'll give you the quest "Not Forged In Light," although you'll need to pledge allegiance to FWC if you haven't already. If you have a lot of reputation with FWC (Rank 4+) then don't bother with the next step and skip to the next paragraph. Donate materials to gain reputation. If you have an abundance of Strange Coins and Xur is there, then simply buy lots of Heavy ammo synthesis and swap that for reputation. If you're low on Strange Coins, I suggest turning in Motes of Light or Armour materials for reputation. Either way, get enough reputation and Lakshimi-2 will provide you with the next step of your quest. Your next step is to kill a powerful Taken Minotaur. What this means is that you need to kill a Taken Minotaur that has some health and shields. A regular old Minotaur won't do. You can do the Paradox mission (Daily Heroic variant) or you can simply Patrol Venus and kill one that will spawn in the Ember Caves. Either way, when you kill the Minotaur, it'll drop the Simulation core you're looking for. Dismantle it and return to Lakshimi. Upon returning the dismantled core to Lakshimi, she'll tell you to kill Atheon. Atheon is the boss found at the end of the Raid Vault of Glass. The game won't let you progress beyond a certain point if you don't have a fireteam of at least three, so gear up and get some friends over. It doesn't matter if it's normal or hard difficulty, either way is fine. Once you beat Atheon, you'll get his eye. Once you have it, a mission will pop up called "Shadow of Twillight". You spawn in the Twillight Gap Crucible map. Pools of light are scattered across the map. You're looking for a chest which contains various items allowing you to progress. Stepping out of the pools of light gives you a debuff that will kill you if you don't make it back to your pool in time. Once you find it, it's time for the last step. Now your final step is to complete the mission "Blood of the Garden." This is a 290 Light Level mission set in the Black Garden. You're going to want to bring friends along with you, as this is one tough mission. You need to summon a Taken Ultra by keeping his anger level at 100%. Goblins will increase the anger level by 1-2% but Minotaurs increase it a lot, so you'll be able to rack up the percentage quickly when they sawn. Problem is, they just won't stop spawning. So once the boss is summoned, forget about the Minotaurs and focus all efforts on the boss itself. Get him down quickly before the Taken can overwhelm you. Given enough time, they certainly will, which is why the boss needs to be killed quickly. The battle gets pretty hectic, but once you're done, go back to Lakshimi to pick up your shiny new weapon. Nice job! Lost to Light For this, you'll need to go into the mission "Lost to Light" in the 240 Light Level version. Play the mission as normal until you get to the room where you need three Tomb Husks to open the door. Instead of getting the Tomb Husks, head to the Fallen Ketch that you boarded in the Shadow Thief Strike. If your entire team dies before reaching the area, you won't get in. If you're too slow, you won't get in. Getting in the Ketch will trigger a 10-minute countdown. In these 10 minutes, you have to kill all the Taken on board the Ketch. You'll be finishing off where you killed Taniks, but instead of Taniks, you're facing a Fallen Taken Champion. I recommend killing the Taken Blights first to make things quicker, seeing as they can give you a slowing debuff. Focus your fire on low ranking enemies and take out Wizards and Captains with your favorite shotgun or sniper. At the end of the Ketch is a Fallen Taken Champion. Kill all the enemies in the room before moving onto the champion is a better strategy than taking out the champion first, simply because there's a plethora of enemies that are going to severely hamper your progress, although feel free to chuck the odd super or rocket at the boss while taking down the horde. If you do this quickly enough, you'll get Black Spindle. You may also get a Legendary ship as well. If you don't make it you'll be returned to Orbit, where you can try again. Final Words Well, I hope I helped! You cam PM me or email me at deathlygeneral -at- gmail.com if you have anything to say. Hints, tips, corrections and constructive critiscism are all welcome! I would also like to thank the following: Bungie, for making this game PlanetDestiny, which I used as a source of imformation. DestinyWiki, which provided some weapon descriptions. Fiery Jedi, who allowed me to see their account and Exotic blueprints, as well as providing screenshots of many Exotic weapons. And for helping rewrite some of the weapons. And for some info on weapons I don't have (yes, there are Exotic weapons in the game I don't have) And finally, you, for reading this guide. Bye for now.