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Guide covers how to complete the Equilibrium Dungeon from initial access to the final boss.

  • Recurring core mechanic: build a Shadow meter by running through Taken Pools to temporarily gain special Taken grenade abilities (Shadow Novice / Shadow Apprentice / Shadow Master).

  • Structure: three main combat encounters, multiple jumping sections, and a final boss fought across two versions of the same arena (regular and Taken).

Encounter 1 — Harvester Ship Approach

  • Objective: clear all enemies in the area. Nameless Apprentices (large, red-armored enemies) are initially shielded and immune to damage.

  • In the arena, there are three unusual terminals. Each player should:

    • Lure a shielded Nameless Apprentice close to a terminal.

    • Wait for the Apprentice to begin its special charged Taken explosion.

    • Activate the nearby terminal so it can be hit by that explosion.

  • Each successful explosion on a terminal powers down an associated red shield wall and, after all three are done, three Falcon vehicles spawn.

  • One player (or more if desired) should:

    • Mount a Falcon and follow the newly opened route outside the map.

    • Drive through Taken Pools on the ground to:

      • Prevent the Creeping Shadows debuff from killing them.

      • Charge the Gathering Shadow meter on their HUD.

  • When the meter fills, it upgrades to Shadow Novice, granting a unique close-range Taken grenade that can strip Apprentice shields if used during their charge-up explosion animation.

  • Back in the main area:

    • Use the Shadow Novice grenade on charging Apprentices to deshield them, then focus fire to kill them.

    • Each Apprentice death spawns several Behemoths and drops a Taken Pool, which refreshes the Shadow Novice timer.

    • Falcons can be used to run over or damage Behemoths if any vehicles remain.

  • You can toggle between your Taken grenade and your regular grenade at any time (outside of your Super) with:

    • Z on keyboard.

    • Right thumbstick on controller.

  • The encounter ends when all Apprentices, Behemoths, and remaining enemies are dead, allowing you to board the Harvester Ship and move to Encounter 2.

Between Encounter 1 and 2 — First Jumping Puzzle

  • Start by climbing onto the outer hull of the ship and keep ascending until you find a breakable air vent; shoot it and jump inside.

  • As you proceed, the ship accelerates to near light speed:

    • You’ll run through a hallway with Cabal on either side, signaling the speed transition.

  • Further ahead, shoot several electric coils on the walls to open doors and progress.

  • You will then need to jump from ship to ship while everything is moving at high velocity:

    • You can fall off here; it’s easy to misjudge jumps.

    • A sword is recommended for movement control (any sword works; Eager Edge or Praxic Blade are called out as examples).

  • After crossing, find more wall-mounted electric coils:

    • Each broken coil removes a red shield wall blocking the path.

  • Continue forward until you find another vent to shoot and enter. Push through this route until you spot the next boss area, then shoot one more electric switch and drop through the floor hole to begin Encounter 2.

Encounter 2 — Harrow, the Dredgen Apprentice

  • Objective: strip Harrow’s shield and then damage him until he enters a final chase phase.

  • Around the main arena are many doorways. Only some open:

    • Cabal periodically spawn and open specific doors.

    • Follow them into long hallways leading to side rooms.

  • In these hallways and side rooms:

    • Kill orange-bar Scions to spawn Taken Pools.

    • Run through Pools to charge your Shadow meter.

    • At full meter, you become a Shadow Apprentice and gain the Taken grenade again.

  • Each side room contains three large interactable Taken buttons on walls or ceilings:

    • Use the Shadow Apprentice grenade to activate these buttons.

    • They are big and not deeply hidden, but you must search the room.

    • There are three buttons in each of the three side rooms (nine total).

    • When you activate all three buttons in a given side room, Harrow briefly teleports inside; avoid him and move on.

  • Keep killing Scions and refreshing Shadow Apprentice as needed until all nine side-room buttons are triggered, then return to the main arena to start the real boss phase.

Main Room Shield Mechanics

  • More Taken buttons line the main room’s walls. Use your Taken grenade to activate them and trigger one of two effects:

    1. Tesla Coil Method

      • Some buttons power up large Tesla coils placed around the room (there are four total).

      • Stand near an active coil and bait Harrow into swinging a melee attack at you.

      • He will strike the coil instead, damaging his shield.

    2. Trapdoor Method

      • Other buttons reveal smaller electric switches on the walls, similar to those from the earlier jumping section.

      • Shoot these switches to open trapdoors in the floor.

      • Bait Harrow into charging or running at you and make him fall into the hole, which further damages his shield.

  • You’ll usually need to use both Tesla coils and trapdoors multiple times:

    • No single trap or hit fully removes his shield; be ready to chain several setups.

Final Stand

  • After his shield is broken and he takes enough health damage:

    • Harrow triggers a final stand, smashing through the back wall and trying to escape.

    • Chase him into the next area and finish him off to complete Encounter 2.

Between Encounter 2 and 3 — Second Jumping Puzzle

  • When a large ship door opens, do not go straight out; instead:

    • Drop down to the left to land on the next ship and continue.

  • Eventually, you reach a wide open area:

    • Hit the visible button to activate moving cranes that create new jump paths.

    • The solution is mainly vertical: keep climbing higher and look for new platforms above you.

  • Near the ceiling, head toward the center of the space:

    • Look up for overhead platforms and use them to progress out of the room.

  • In the room with a large Cabal tank parked on a high platform:

    • The path forward is underneath it—go below the tank platform and drop down.

  • The final section is a huge open chasm:

    • Kill orange-bar Cabal to make Taken Pools appear.

    • Fill your Shadow meter and then use the Taken grenade to activate a Taken button high up on the wall.

    • This button opens a massive nearby door; jump across to that ledge and through the door to reach the final encounter arena.

Final Encounter — Dredgen Seer

  • Objective: destroy 10 Taken orbs (5 in the regular room and 5 in the Taken room) to open DPS windows, then repeat until Dredgen Seer dies.

Orb and Realm Structure

  • Behind the boss is a large wall showing only five Taken orbs in the regular room.

  • However, the encounter has two versions of the arena:

    • Regular room (where you start).

    • Taken room, into which the boss periodically teleports everyone.

  • Each version of the room has its own five orbs. Breaking all ten total enables a damage phase.

Regular Room Mechanics

  • Nameless Apprentices return here, again heavily shielded.

  • Orange-bar Cabal drop Taken Pools when killed:

    • Use these to charge your Shadow meter to full, becoming a Shadow Master.

    • This grants the Taken grenade once more.

  • Procedure in the regular room:

    • Wait for a Nameless Apprentice to start its charged Taken explosion.

    • Use the Taken grenade at close range during that animation to strip its shield.

    • Kill the now-vulnerable Apprentice.

    • On each Apprentice death, one of the five orbs on the wall behind the boss becomes unshielded; immediately shoot and destroy it.

    • Apprentices also leave more Pools to refresh your Shadow Master timer.

Taken Room Mechanics

  • When teleported into the Taken realm:

    • The arena becomes a large platforming space with floating platforms in darkness.

    • Your goal remains to build your Shadow meter and interact with special enemies.

  • The key enemies here are tall Taken apparitions called Blistered Shadows.

  • For each Blistered Shadow, you have two options:

    • Kill it outright.

    • Compel it using the interact button when you are right next to it.

  • Current community belief is that compelling shadows (instead of killing them) grants a slightly longer DPS phase later in the rotation.

  • Regardless of whether you compel or kill:

    • Each resolved Shadow deshields one Taken orb on the central wall, which you then shoot and break.

  • Additional Taken buttons can be activated with your Taken grenade:

    • Doing so spawns extra platforms, which are essential because one of the required Blistered Shadows is positioned high up near the top of the arena.

    • Use the spawned platforms to reach that elevated Shadow.

DPS Cycles and Repetition

  • When all ten orbs (five in the regular room and five in the Taken room) are destroyed, a damage phase begins.

  • Deal as much damage to Dredgen Seer as possible until the DPS window closes.

  • The encounter then repeats:

    • Rotate between realms, rebuild Shadow meter, deshield more orbs, and cycle DPS phases until the boss is dead.

Additional Fight Mechanics

  • “Face your death” lightning:

    • Before DPS starts, pink text reading “face your death” can appear on your HUD.

    • The boss will then hit you with unavoidable lightning that tracks you anywhere in the arena, even behind the central wall.

    • To stop the lightning, aim at and shoot his hands until they break, which cancels the attack. Any teammate can help with this.

  • Arena-wide electrification during DPS:

    • At some stage in the damage phase, most of the floor becomes dangerously electrified and lightning rains from above.

    • You can:

      • Hug the very outer edge of the arena to avoid much of the damage, and/or

      • Use the Taken grenade to find and activate large Taken buttons on the walls, which turn off portions (but not all) of the lightning.

    • Combine both strategies—staying near the edge and intermittently disabling lightning zones—to survive comfortably while maintaining damage.

Action Items

  • Encounter 1:

    • Assign at least three players to the three terminals and to bait one Apprentice each.

    • Designate a Falcon rider (or riders) to farm Taken Pools quickly and maintain Shadow Novice uptime.

  • Encounter 2:

    • Coordinate which players or pairs clear which side room and track completion of all nine buttons.

    • Assign someone to focus on activating Tesla coils and trapdoors in the main room while others bait Harrow.

  • Final Encounter:

    • As a team, decide whether you will primarily compel or kill Blistered Shadows in the Taken realm; compelling is generally favored for longer DPS.

    • Ensure someone consistently calls when an orb is deshielded so it is destroyed quickly.

Decisions and Best Practices

  • Use the grenade swap function (Z or right thumbstick) tactically to switch between normal and Taken grenades depending on whether you are clearing adds or interacting with mechanics.

  • In the final fight’s Taken realm, prioritize compelling Blistered Shadows instead of killing them to aim for longer, more efficient DPS phases.

  • Communicate clearly about:

    • When Nameless Apprentices are charging so Taken grenades are timed correctly.

    • Which traps are armed in Encounter 2.

    • When players see “face your death” text so the team can focus fire the boss’s hands and cancel the lightning.

This is my Complete Destiny 2 Equilibrium Dungeon Guide! Enjoy (and this guide is also good for Beginners by the way!)

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Howdy! Today I'll show you guys how to get through the brand new Equilibrium Dungeon, which is out right now. Step one is going to the Tharsis Spaceport and going to talk to Onur down at the Cantina.

She'll give you a quest for the Way Between, which gives you access to the dungeon. Now just go ahead and open up the Tharsis Directory and launch the dungeon over on the left-hand side of your screen. Alright, first encounter. Begin the first encounter by trying to board the Harvester Ship in the middle of the area.

Enemies will start to spawn in. Your main objective is kill all the enemies in the area, but you'll notice that certain enemies, basically these big chunky red armored guys, aka the Nameless Apprentice, have a shield and cannot be damaged. So how do you kill them?

Here's how. You'll notice that around the first encounter area, there are three weird looking terminals that you can walk up to and activate. Step one is lure the big shielded apprentice close to one of these terminals, and then when you notice that they're charging up a unique taken attack, which will eventually unleash a small taken explosion, explosion, then you activate the terminal. Basically the terminal can only be damaged by their charged uptake and explosion, which we want.

You need to do this to all three terminals in the opening area, so everyone on your team should take one terminal and bait one Nameless Apprentice to get it to explode. Doing this will power down a large red shield wall nearby your terminal that you might have noticed, and you'll also notice that three Falcons, aka vehicles, have now spawned in. One person on your team should get on one of the falcons and basically start pod racing on the newly opened path outside the map.

While riding the falcon and racing, you will notice these pools of taken energy randomly laying on the ground. You'll also notice you have a debuff called Creeping Shadows. Driving through the taken pools on the ground will do two things.

One, it fends off the Creeping Shadows debuff, which is good, because letting that go on for too long will kill you. And two, you'll also charge up a meter on your HUD called Gathering Shadow. Basically, keep racing around and driving through Taken Pools until you have a full meter of Gathering Shadow, which will then be called Shadow Novice. When your meter is full, you can drive back to the main area of Encounter 1 and hop off of your Falcons.

Now that you have the Shadow Novice power, when a Nameless Apprentice rolls up to you and begins their charge-up taken explosion attack, you can now hit them with a unique close-range taken grenade ability, which will completely deshield them. When a Nameless Apprentice has been deshielded, you can now kill them. Be careful, though, because when an Apprentice has been killed, several Behemoths will drop into the area, and you'll need to kill all of them as well.

Also take notice that when an apprentice has been killed, they will drop another Taken Pool on the ground, which you can walk through to completely refresh your Shadow Novice timer. Try to move fast between de-shielding apprentices, killing behemoths, and running through Taken Pools to refresh your Shadow Novice power. And keep in mind you can do good damage to Behemoths with the Falcon vehicles themselves, if you still have any laying around. Don't forget about them.

Quick note: remember that you can also swap back and forth between your Shadow Novice Grenade ability and your regular Grenade ability at any time by hitting the Z key on your keyboard or pushing the right thumbstick on controller. That may not work if you're in the middle of your super though, so keep that in mind. When everything in the area is dead, you've completed Encounter 1 and now you can board the ship and head to Encounter 2. Before reaching Encounter 2, there's a little bit of a jumping puzzle. I'll give you the short version. Part 1, jump up on top of the ship and keep jumping up until you find an air vent that you can shoot and break and jump into.

Part 2, as you go further, the ship that you're on will activate near light speed, which you'll notice for the first time as you run through a hallway with Cabal on either side. That'll be important in a minute. Further up ahead, you'll shoot and break a few electric coils on the wall, and doing that will open a door, forcing you to now jump from ship to ship as you travel at near light speed. Take note that you can fall off during this part.

It's very tricky with near light speed, so be careful. I recommend doing this with a sword of some kind. You can use a Praxic Blade if you wish, but I used a full-on Eager Edge sword.

Use whatever you want. When you've reached the other side, you'll need to find two more electric coils on the wall each time you shoot and break one, a red shield wall will come down. Eventually you'll find another vent to shoot and break and just keep pushing forward until you eventually see the boss.

You'll have to shoot and break another electric switch on the wall and fall through a hole in the floor to officially reach the boss and begin Alright, Encounter 2. The goal of Encounter 2 is to kill Harrow, the Dredgen apprentice. He's shielded though, obviously, so you'll first need to remove his shield. Here's how to do that. As you fight, you'll notice that there are many doorways surrounding the main area where Harrow is.

The doors are not all unlocked. Be patient and wait for Cabal to show up, who will open the door, and then you can run through the open door. You'll find yourself in a long hallway.

Cabal will repeatedly spawn in these hallways, and you'll also find orange bar Scions. Killing these Scions will drop Taken Pools down onto the ground. Like in Counter 1, running through these pools will charge up your Shadow Meter at the top of your screen. Getting to a full meter will now make you a Shadow Apprentice, and like before, you'll have access to a unique taken grenade ability. When you have Shadow Apprentice, you should be going into one of the three side rooms you can only get to by running down a long hallway.

Here is a completely not shitty map that I drew of Encounter 2. Graphic design is my passion. I have no idea how many doorways there are from memory, by the way. This is completely not to scale, but it should give you a good idea of where the side rooms are.

Again, when you have full meter of Shadow Apprentice, go into any of the side rooms and look for these. Large, interactable buttons on the wall or ceiling that you can activate with your Taken Grenade ability. There will be three of them in each of the side rooms. I apologize, I don't have the exact locations of all three on my very professionally drawn map, but again, just look around the room. They're not incredibly hidden, and they're kinda big.

There should be three total in each side room. When you've activated all three in a side room, the boss will teleport into your room. Just avoid him and move on to the next side room.

And of course, remember to kill more Psions and walk through their Taken pools to refresh your Shadow Apprentice timer if need be. When all nine buttons have been activated, head back into the main room, and now it is boss fight time. The boss will still be shielded by the way.

You're going to be using the room to de-shield him in one of two ways, but both ways involve jumping around the room and using your Taken Grenade ability to activate more buttons that are everywhere on the wall in the main room. Activating a button will do one of two things. Thing number one, it will power up a large Tesla coil in the room.

And going back to my map, there are four coils in the room that you can turn on if you wish. Method one of damaging the boss's shield is by standing near one of these coils after it's been turned on and baiting the boss into performing a melee attack on you. He will hit the coil instead and his shield will take damage. Thing number two, activating the taken buttons will reveal smaller little electric switches on the wall, like in the jumping puzzles. By shooting and breaking those electric switches, you'll activate a trap door in the floor.

The goal there is to bait the boss into running at you and making him fall into the hole in the floor, which will damage his shield. So, TL;DR. Step 1: Activate Taken buttons with your Taken Grenade ability. And Step 2: Use either booby trap method to deshield the boss.

Take note: one booby trap alone won't completely take down his shields. Be prepared to use a combination of both baiting him into smacking a tesla coil and tricking him into falling down into a hole. When his shields have gone down completely, it is time to beat the bejesus out of him with whatever you have. When the boss has taken enough damage, his final stand mechanic will activate. He'll run to the back of the room and Kool-Aid Man through the wall and he will try to run away from you.

All you gotta do is run into the next room, chase him down, and keep damaging him until he is finally dead. Before encounter three, there is another exciting jumping puzzle for you to enjoy, and I know how much y'all love jumping puzzles. Here's the short version.

When the big door of the ship opens up, be sure to just drop down to the left to reach the next ship over. When you eventually reach a wide open area that kind of looks like this, you have to walk over and hit a button to activate some cranes, which will start moving around and let you continue with the jumping puzzle. The trick to getting out of here is you need to go up.

When you've eventually gone up far enough and you've reached close to the ceiling, head over to the center and look up, There should be platforms up above you that you can jump up and reach to progress forward. When you reach the room with a big Cabal tank in the back of the room, the trick to getting out of here is go underneath the platform that is holding the big tank and drop down. The final annoying part of the jumping puzzle is when you're in this super huge open chasm area.

What you have to do here is kill the orange bar Cabal to get them to drop taken pools on the floor so you can charge up your shadow meter like before. When you have a full shadow meter, you then need to jump up and activate a taken button that is way up high. I will show you the full route on how to get there now. When you activate the switch, that should open up a giant door nearby. Just go ahead and jump over to that ledge and up into the open doorway to continue forward.

Eventually, you'll reach the final encounter. All right, the final encounter. Your goal is to kill Dredgen Seer, who of course has a protective shield that needs to be taken down.

In order to take their shield down and begin DPS, you're going to need to destroy 10 taken orbs, which are on a big wall directly behind the boss. Now, you may look at that wall and say, uh, "Uh, Fallout? There's only five orbs on that wall." True, but remember that there are two versions of the Final Encounter room. One regular version of the room that you begin the fight in, and a taken version of the room, which the boss will eventually teleport you to. There are five orbs on the wall in the regular version of the room, and there are five orbs on the wall in the taken version of the room. Again, when you have broken and destroyed all 10, DPS can begin.

You might also notice that these orbs are shielded. In order to deshield the Taken orbs on the wall, you need to kill unique enemies both in the regular room and in the Taken room. In the regular room, you'll be killing the same enemies we dealt with in Encounter 1. Big, chonky, nameless apprentices wearing red armor.

Like in Counter 1, they will again be shielded. You have to kill a unique Orange Bar Cabal in the room, who will then drop Taken Pools on the floor. Just like before, running through the Taken Pools will slowly build up your Gathering Shadow Meter. When your meter is full, you will be a Shadow Master, and you'll once again have the ability to perform the unique Taken Grenade ability. Like before, wait for the Nameless Apprentice to do their charge-up Taken Explosion attack, and then use your unique Taken Grenade ability to deshield them.

When they've been deshielded, they can be hurt and killed, and they will drop more Taken Pools onto the floor for you to refresh your meter. Every time a Nameless Apprentice is killed, one of the five Taken Orbs on the wall behind the boss will become deshielded, and you can then shoot and break that orb. Again, you'll need to do that five times in the regular room. When the boss eventually teleports you into the Taken version of the final room, you'll notice a lot of platforms way out in the darkness.

It's basically a big jumping puzzle. Like before, you will need to fill your shadow meter all the way up to full and kill unique enemies, but this time there's a twist. The big enemies you need to deal with out here are very tall Taken apparitions of the boss called Blistered Shadows. And the twist is you can either A kill the Taken Shadows, which again will deshield the orbs on the main wall, which you can then shoot and break, or B you can get right up close to the Blistered Shadow and the game will give you the option to compel them by hitting the interact button. So, why compel the shadows?

Why not just shoot and kill them, like the Nameless Apprentices in the other room? Well, we are 99.999% sure that by compelling the shadows instead of shooting and killing them, you will get a longer damage phase when DPS time comes. Go ahead and keep your eyes peeled on the pinned comment on today's YouTube video.

If we get more information other than that, I'll let you know. But yeah, current community belief is that compelling instead of killing the shadows will give you a slightly longer DPS phase. Again though, every time you've either killed or compelled a shadow, a Taken orb on the wall in the center of the room will become deshielded and you can then shoot and break that orb. Also in the Taken realm, there are more Taken switches you can activate with your special Taken grenade ability.

Doing that will cause more Taken puzzle jumping platforms to appear. This is handy because one of the five shadows you need to deal with is way up on top of the map, and you're going to need to use those platforms in order to get up there. Again, when all ten orbs have been broken, five in the real world and five in the Taken world, it is DPS time. Damage the boss as much as you can until DPS phase is over. Rinse and repeat.

Take note, by the way, there are two extremes. extremely annoying mechanics you'll need to deal with during the boss fight. Annoying mechanic number one: before DPS even begins, you may see pink text appearing on your HUD that says "face your death".

When you see that text, the boss will attack you with lightning that you literally cannot avoid. It will even hit you if you're on the other side of the big wall in the middle of the room. The way to get the boss to stop hitting you with the electric attack is to shoot his hands until he stops. Remember, you and your teammates can shoot and break his hands, so let your homies know if you're getting electrocuted. Annoying mechanic number two: At some point during the DPS phase, a large portion of the arena will become electrified.

There's gonna be tons of lightning shooting down from the ceiling non-stop. To avoid the lightning, you can either A stay on the very outer edge of the map, Or B, you can use your Taken Grenade ability to find large Taken buttons on the wall, just like in Counter 2, and when you activate those buttons, you can shut off not all, but you shut off some lightning in the area. So yeah, do either or, or do both.

Stay to the outer edge of the map and occasionally shut off switches to turn off some of the lightning in the area. But now that you know how DPS works, just keep going back and forth between the regular and Taken realms, dealing with the unique enemies, deshielding the Taken orbs and breaking them until all 10 are broken, and then DPS the boss until he is dead. Again, in the Taken realm, I strongly recommend compelling the shadows as opposed to shooting and killing them for a slightly longer DPS phase.

Subscribe if this guide helped you in any way, hit the like button so others can find it easier, and ring the notification bell. More content on the way. Thank you very much for watching. See you next time.

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