Detailed guide for the passage of the new dungeon “Duality” in Destiny 2

Following in advance announced plans, last night a new very unusual and interesting dungeon called “duality”, which is part of the endheim content of the current 17 season, appeared in Destiny 2 last night. In this article, we will analyze in detail the mechanics and features of each stage of the dungeon and study all the possible rewards that you can get.

Basic information

So, we will start the study of the dungeon (dungeon) with basic information:

  • Alas, Danzh is available only to the owners of the Deluxe Editions of the Korolev Witch's additions (most likely, it implies the presence of the purchased 17 season) or those who will acquire a special key in the donation of the store.
  • The entrance to the dungeon is located in the orbit of the moon, but first of the Hotorn in the tower you need to take the “entrance” quest. Unfortunately, it does not provide for any awards and contains only 2 tasks-toy Dange and then talk to the NPC.
  • There is 2 levels of complexity: the usual, recommended level of light strength 1550, a complex, recommended level of light force 1590. The second from the first differs in the presence of champions and fashion for comparing the shields (at least at the time of writing there are no other differences).
  • There is a weekly line for ultra-powerful equipment.
  • In accordance with Danzh, collectible objects-fragments of memory are scattered, they are hidden in rather secluded and unexpected places.

The list of awards in most cases fall out of the chest after the murder of the bosses:

  • A unique emblem of profile.
  • 3 sets of armor with a unique appearance “Deep Explorer”, one for each class.
    • Alas, even despite the unique appearance, in my opinion, the armor looks ugly and very simple, especially in comparison with the seasonal.
  • 2 Old gun-machine gun “Fixed rate”, plasma rifle “Epicurean”.
  • 4 New guns-single-charged grenade launcher “Lingering Dead”, “New Purpose” pulsed rifle, StormChaser linear-plasma rifle, a “Unforgiven” submachine gun.

It is worth noting that the new weapon has a very beautiful unique appearance, has an animated effect in the form of a crimson haze around some parts of the model and a special Origin percom “BitTerspite”: when the next weapons are obtained, the next reloading of the weapon will be faster, the effect is enhanced as damage.

Also, after killing a boss, an interesting exotic sword “HeartShadow” may accidentally fall out of it, it has 2 unique perks:

  • Exhumation-if the use of a strong attack (PKM) with a fully filled with a scale of energy of the sword, the character releases ahead (fan) 4 homing hollow shells and goes into invisibility.
  • Shot in the Dark-Pri activation of invisibility for about 5 seconds receives the Buff of the same name, increasing the damage of the sword and endowing shells with the effect of weakening.

The main mechanics

In fact, the new dungeon consists of 6 stages-3 bosses and 3 half-jam puzzles between them, in which a special simple mechanics of Dange are actively used. Since it does not make sense to describe each jump-puzzle (due to their simplicity), we will study the principles of the main mechanics below, the only puzzle and where to find two secret chests (according to the standard scheme, the already obtained equipment falls out).

Having launched Dange and after the monologue Eris jumping into the green circle near the statue of Kalus, you will find yourself in a dark room with a closed lattice door. This door can not be opened as an idea and to go further, the player needs to go to the door and shoot several times in a small structure located opposite it. This is a “bell”-a device that allows the player to cross between the real and nightmare world.

This is one of the main mechanics of Dange, since the premises in the real and nightmare world are different. For example, in the first room you need to climb under the ceiling and move to the opposite side. The first part of the way we go in the real world, jumping along the beams, and the second is nightmare, due to the fact that only there are the beams we need.

In the transition system between worlds there is only 1 important rule: you can activate the bell in the real world from anywhere in the location, and in a nightmare, if you are not far from it (players who are far from the bell will instantly die). And yes, due to the difference in locations in the first case, you can still die if you find yourself over the abyss after the transition.

About the remaining:

  • On the only simple puzzle, you will stumble after the first boss, as soon as you reach a round room with statues. To go further, you need to turn all the statues facing the inner circle in the real world (as they are in the nightmare world). You can do this by pressing the buttons behind the statues in the nightmare world.
  • The first secret chest is in the aforementioned room with statues, in one of the rooms under the ceiling.
  • The second secret chest is in the repository store, to which you will come after the murder of the second boss. The chest is hidden in a small nook under the central structure.

1 Boss

Having passed the first jump-puzzle, sooner or later you will reach the room with a circle under the raid flag, two bells and 4 familiar symbols from the Leviathan topopers, a bowl, a dog, and the sun. They are located in the corners of the room near the huge closed doors, this is an important moment and you need to remember it.

To start the stage, we activate one of the bells to go to the nightmare world. In it, you will immediately see an invulnerable boss with two axes, several groups of ordinary opponents and yellow special flamethrowers. The latter always appear in pairs and block the bell, they need to be killed in order to unlock one of the bells (unlike the real world, only one of two is always available).

It is advisable to do this as quickly as possible, because after moving to the nightmare world you get a minute debuff, it instantly kills when the counter reaches 0, and you can get rid of it only by going into the real world. This Debuff is present at almost all stages with bosses, so that it must be closely monitored.

Stage mechanics:

  • Once in the nightmare world, 2 players should find in the mentioned rooms near the symbols of psions, kill them and choose a “flag”. Only 2 psions always appear and, accordingly, the total 2 players should choose 2 flags.
    • At this time, the task of 3 player is to kill the blockers and wait for the players near the bell.
  • Returning to the real world, players with flags should install them in the place of suitable characters, wait for the opening of the room door and run into it.
    • At this time, the task 3 player to kill the locks and wait for the command to the transition.
    • Keep in mind that the doors open with a slight delay and opponents are inside the room. You do not need to pay attention to them and just say that you are ready.
  • Having passed into the world of nightmares, players inside the rooms should kill several shadows of the boss (they are quite weak) and return to the main room.
    • Red spheres-buffs fall from each shadow, increasing damage to a short period of time.
  • As soon as all the shadows die, the boss will become vulnerable, the phase of damage will be allowed.
    • The boss does not have a stage of rage, and how much damage you can inflict in one phase depends only on the Debuff timer, because it does not disappear even after the launch of the damage phase.
  • As soon as you inflict the maximum possible damage and go into the real world, we repeat all the actions above to the death of the boss, but keep in mind that it has an impressive reserve of CP.

2 Boss

After the murder of the first boss, the passage of the second jump-puzzle, the solutions of a simple and only puzzle, you will reach a small round location, where the battle with the second boss, or rather bosses, will take place. You have to alternately defeat three almost mini-bosses, whose level of CP is much smaller than that of the first.

The stage mechanics are a little similar to the first boss, but there are their own characteristics:

  • Starting the stage occurs as soon as the players abess below the central circle of location.
  • In order to transfer the boss into the phase of damage, it is necessary to activate two characters depicted on a circle in the center of the location. To do this, in the nightmare world, again, you need to find flags, but there is one important feature.
  • In the real world near the central circle are 4 small walls with the image of symbols. When moving to the nightmare world, small rooms with opponents appear near them.
  • Task 2 players to find the necessary walls in advance with the image of the central characters, go to the nightmare world, kill all opponents in the room, wait for the appearance of a special enemy, kill him, pick up the flag and run to the bell to go to the real world.
    • Problem 3 player all also kill the locks and wait for players with flags.
  • After installing two flags, the phase of damage is launched and apparently, there is no timer at the stage, that is, the boss can be killed as much as you like.
  • After the murder of the first boss, the second appears and you need to again do all the actions described above. Similarly, the situation is after the murder of the second and the appearance of the last third boss.
    • Keep in mind that the central characters after each successful activation change.

3 Boss

Successfully defeating 2 bosses and passing the last Jump Puzzle, you find yourself in the room where the battle with the final 3 boss will be held. In the center of the room there are 4 chains, next to them are 4 points of characters and on the sides small balconies with symbol images located above them. Also at this stage there are a lot of opponents and especially snipers.

DUALITY DUNGEON WEAPONS + ARMOR IN DESTINY 2: SEASON OF THE HAUNTED The stage of the stage is again a little similar to 1 and 2 boss.

  • As you come close enough to the center of the room, you will start the stage. After that, 2 random characters will light up next to the chains.
  • Task 2 players find the appropriate balconies, stand on them and say 3 to the player that you are ready to go into the nightmare world.
    • We stand on the balconies in advance due to the fact that in the nightmare world they are not indicated.
  • In the nightmare world, balconies turn into towers with peonies from which flags fall after the murder. 2 players need to quickly kill them and run to one of 3 bells to go to the real world.
  • Thus, you need to activate 2 pairs of characters, after which the chains will light up in red and damage will begin to pass through them. Having introduced enough chain damage and activate a huge bell, after which the boss transfer himself and players to the nightmare world. The phase of damage begins.

    • It is worth noting that there will be no debuff in the nightmare world.
  • After the transfer, in addition to the boss in the nightmare world, 6 blockers and 3 bells appear. You need to unlock the bells as soon as possible, because after a short period of time the boss will run towards one of them.

  • As soon as the boss approaches a fairly close distance to the bell, you need to shoot at it (bell) in it to force the boss. If you do not have time to do this, the boss will move himself and players to the real world, missing the phase of damage.
  • Each member of the group should at least once shot in a bell to get a buff to increase damage, otherwise even in a critical zone you will apply from 3000+ damage.
  • After a certain period of time, the boss will leave the camp and run to the next bell. Repeat the mechanics of the camp.
  • After you perform the mechanics, after the last bell, after the camp, the boss returns to the real world and, to re-launch the phase of the damage, you will have to do all the actions above.

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