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How to obtain the Praxic Blade exotic sword in Destiny 2: Renegade.
Exotic mission is integrated directly into the Renegades campaign, not a separate post‑campaign quest.
The key mission is “Fire and Ice,” combining platforming, maze navigation, and a light/dark orb combat puzzle.
Praxic Blade offers ranged throws, projectile‑reflecting defense, and a light‑into‑heavy melee combo.
The sword has multiple upgrade types, all with clearly listed in‑game sources and acquisition methods.
Praxic Blade: Weapon Details
Exotic sword that functions as a ranged weapon: you can throw the Praxic Blade and it will seek multiple targets.
Performing a standard attack while the blade is in flight recalls it back to you.
Holding the throw input charges a more powerful throw that travels in a straight line toward your aim; releasing the button recalls the blade.
Cormorant Reversal: while guarding, incoming projectiles are converted into bolts that are fired toward your crosshair.
Cormorant Combo: after three rapid light melee attacks, you trigger a heavy melee combo finisher.
The weapon inspection screen shows upgrade paths, unlock requirements, and where each upgrade comes from.
Praxic Blade Upgrades
Upgrade type
Focus / function
Primary acquisition
Crystals
Additional weapon benefits and improvements (details shown in-game)
Lawless Frontier jobs on Mars; Lawless Frontier invasions
Mod sockets
Stat‑oriented tuning for the sword
Various activities; rank progression within Tharsis Outpost factions
Power cores
More dramatic changes to overall weapon behaviour
Some are sold in the Tharsis Cantina
Catalyst‑style upgrades
Further, catalyst‑like enhancements
Dropped from reruns of the Exotic Mission and from dungeons
All upgrade sources are visible on the weapon, removing guesswork about where to farm.
Over time these upgrades unlock multiple configurations, allowing different future variations of the Praxic Blade.
Campaign Integration and Mission Access
The Praxic Blade exotic mission is woven into the Renegades campaign, rather than starting only after the main story.
The unlock occurs during the mission “Fire and Ice.”
The Fire and Ice mission begins at Fire Base Imperator:
Move toward enemy activity and clear waves as you advance.
Eventually you enter a room packed with Taken enemies:
Continue defeating Taken until a Taken boss, the Portal Keeper, appears.
Killing the Portal Keeper opens a portal that leads into the main exotic mission space where the Praxic Blade sequence truly begins.
Maze and Jumping Puzzle Navigation
Initial Room and Pillar Descent
On entering the first exotic section, you see several Taken blights and a huge pillar in the center of the room.
Progression path:
Jump about halfway up the central pillar to find a hole.
Drop down through this hole to access the next area.
From there, follow the path ahead; it is mostly obvious, but expect some trial and error.
Wall Boopers and Floating Rock
You eventually reach a wall with “boopers” (Taken pushers) lining it and a narrow ledge you must follow.
Carefully move along this ledge while avoiding the booping zones that knock you off.
At the end of the ledge:
Jump out to a floating rock positioned away from the wall to give yourself a safe platform.
Above the original ledge is a second, higher ledge:
Climb or jump up, then walk across this new ledge.
Again, avoid the Taken boopers, which can shove you off the path.
False Route vs Correct Passage
At the top of this section, walking straight ahead causes the floor to dissolve, leading into an unnecessary maze‑like offshoot.
This dissolving‑floor route is a decoy and not required for main progression.
Instead, look to the right:
A side passage on the right is the correct path and should be taken to continue the mission efficiently.
Moving Geometry and Hidden Ledges
The next area features sections of moving geometry that rise or shift, acting as dynamic platforms.
Time your jumps carefully to avoid being pushed off by the moving structures.
At the far end, you encounter a large pit:
Do not simply drop straight down into the pit.
Instead, look up and around its edges for higher ledges you can jump onto.
Jump to these upper ledges and follow the path that winds around the pit.
This leads you into another corridor‑like passage that moves you toward another maze‑style segment.
Dissolving Floors and Gated Paths
In the subsequent section, multiple hazards appear together:
Floor tiles dissolve beneath you.
Gate‑like barriers rise suddenly in front of your path.
Running directly forward is risky and often results in dropping through missing floor tiles or being blocked by newly raised gates.
Safer routing:
Shift to the right side of the area.
Move forward along this right‑hand path, which has metal grating.
Watch for an opening in the grating on the left.
Take that left opening while carefully staying on solid ground as the floor pieces vanish.
Vertical Platforms and Lit Doorway
From the grating opening, you can see a set of platforms climbing up the wall.
Follow these vertical platforms:
Jump from platform to platform, using hanging masonry‑like blocks as steps upward.
Once at the top of this climb:
Move forward along the apparent route.
On the right‑hand side, slightly lower than your current elevation, is a clearly lit doorway.
Jump down and into this lit doorway, then proceed down the ramp beyond it.
Further Dissolving Platforms and Open Section
The ramp leads into another platforming stretch featuring dissolving platforms.
Follow the most obvious path across these platforms:
Expect more trial and error, but the game allows you to respawn repeatedly, making this section fairly forgiving.
After this, you reach a more open area:
On the left side, climb a formation of rocks.
At the top of these rocks, find and enter a doorway that leads into a building.
Inside the building:
Cross another set of hanging platforms to get to the far side.
There you find an interactable node.
Activating this node:
Opens a new portal.
Sends you into the main combat arena where the orb‑based mechanics take place.
Light/Dark Orb Combat Encounter
Arena Setup and Enemy Types
The combat arena is visually striking, with a dramatic layout and large, glowing orbs suspended in the air.
Two orb types float above: light‑colored (white) and dark (Taken‑style) orbs.
Enemies are Cabal variants labeled as “cleaved”:
Regular Cabal cleaved units.
Taken Cabal cleaved units.
Killing these cleaved enemies causes orbs to drop on the ground:
Depending on kill patterns, these ground orbs appear as either light or dark.
Orb Color Control
You can control whether light or dark orbs appear on the ground based on the sequence in which you kill enemies:
Two kills of the same type in a row (two regular Cabal or two Taken Cabal) produce light orbs.
Killing one of each type in sequence (one normal Cabal and one Taken Cabal, in any order) produces dark / Taken orbs.
By deliberately managing your kill order, you can generate whichever orb color you currently need to match the floating nodes.
Balancing Floating Orbs
Ground orbs are thrown at the floating orbs that match their color:
Throw light orbs at light nodes.
Throw dark orbs at dark nodes.
Every time you throw a correctly colored orb at a matching floating node:
The target orb increases in size.
The key mechanic is maintaining balance:
Orbs are arranged in color‑matched pairs.
If you grow one white orb, you must grow the other white orb to the same size to maintain balance.
The same principle applies to the pair of dark orbs.
Practical sequence:
Generate the color you need via controlled kills.
Hit one floating orb of that color, then hit its matching partner.
Repeat until each pair has been increased gradually to maximum size, always keeping each pair symmetrical.
Once every light and dark orb is at its maximum size and correctly balanced:
The mechanical objective for this encounter is complete.
Clear out the remaining enemies to officially finish the arena and proceed.
Boss Encounter: Fire and Ice Mission
Phase 1: Standard Damage and Shields
After completing the initial orb arena, return through the portal you used to enter.
You are then taken into a boss room that shares the same orb mechanic theme but adds a dedicated boss fight.
The boss’s health bar is segmented into multiple chunks:
The first four segments can be removed through standard weapon damage.
During this initial damage phase, the boss uses Cabal‑style energy shields:
These shields are linked to a destructible shield node in the environment.
Destroy the shield node when it appears to remove the protective barrier and resume damaging the boss.
Continue this loop of:
Breaking the shield node.
Dealing damage.
Bring the boss down to roughly one quarter health to trigger the heavier mechanics phase.
Phase 2: Orb Mechanic with Enemy Spawner Control
At low health, the fight transitions into a version of the light/dark orb mechanic used earlier.
In the example run described:
Two Taken (dark) orbs were present in the air, requiring sustained generation of dark orbs.
Additional control layer:
A special node sits on a raised platform high in the room.
Activating this node toggles which enemy type spawns from the nearby door:
Normal Cabal cleaved enemies.
Taken Cabal cleaved enemies.
Using this spawner‑control node:
Switch between Cabal variants to set up the combinations needed for each orb color.
Orb generation rules remain the same:
For light orbs:
Kill two cleaved enemies of the same type in a row (two normal Cabal or two Taken Cabal).
For dark orbs:
Kill one normal Cabal and one Taken Cabal in sequence, in either order.
Method:
Adjust the spawner node to get the desired mix of enemy types.
Use precise kill order to spawn either light or dark orbs on the ground.
Throw the resulting orbs at the floating nodes overhead, keeping pairs balanced and building them up to full size as in the earlier arena.
Once all required orb nodes have been correctly filled and balanced:
The mechanics component of the boss phase concludes.
You can then freely finish off the boss’s remaining health.
Survival and Difficulty Notes
The boss dishes out very high damage and can quickly burn you down, especially if you enter on a solo run.
Many players will experience this on the legendary campaign first, where:
Enemies are tougher.
Damage taken is higher.
Mistakes in navigation or survival are punished more.
Running the mission on the normal campaign difficulty should be more forgiving, but all major mechanics remain unchanged.
After you successfully complete the orb mechanic and kill the boss:
Clear any leftover enemies in the boss arena to fully finish the encounter.
Rewards and Post‑Mission Progression
At the end of the fight, you are teleported to a final chamber often referred to as “Ono’s room.”
This room features the Praxic Blade, visually reminiscent of a lightsaber, displayed as the reward.
Completing the Fire and Ice exotic mission grants:
The Praxic Blade exotic sword.
Additional loot tied to the encounter completion.
After the initial unlock, further Praxic Blade progression opens up:
Additional upgrades are sourced from various activities and vendors, each listed in the weapon’s own interface.
Some of the more impactful upgrades require rerunning:
The Exotic Mission.
Relevant dungeons.
A dedicated follow‑up quest becomes available after your first acquisition:
Quest name: “Praxic’s Path.”
Pick this quest up from Warner.
It contains several steps that ultimately reward one of the early upgrades for Praxic Blade.
Beyond this quest, multiple other upgrades and enhancements remain to be collected over time:
These are tied to Lawless Frontier content, faction ranks, the Tharsis Cantina, Exotic Mission reruns, and dungeon completions, all as indicated directly on the sword.
Decisions
Throughout the mission, players must repeatedly make deliberate choices to progress efficiently and control mechanics:
Pathing in the maze sections
Recognize and avoid misleading dissolving‑floor paths that send you into unnecessary maze detours.
Choose the correct side passages, higher ledges, and visible lit doorways that form the intended path.
Platforming approach
Decide when to risk moving geometry and boopers versus pausing to wait for safe timing.
Use elevated ledges and floating rocks instead of obvious but dangerous pits.
Enemy kill sequencing for orb colors
Intentionally structure your kills to spawn light or dark orbs:
Same‑type kill chains for light orbs.
Mixed‑type chains for dark orbs.
Adjust kill order mid‑fight if the floating orbs need a specific color.
Spawner node usage in the boss room
Decide when to activate the raised platform node to change which Cabal variants appear.
Switch enemy types strategically to guarantee you can produce enough light or dark orbs for the required floating nodes.
Balancing orb growth
Choose the sequence of throws so each light or dark orb pair remains balanced.
Avoid over‑focusing on a single orb, which can stall progression until its partner is brought to the same size.
Survival versus aggression
Decide when to focus on staying alive during heavy damage from the boss and adds.
Choose safe windows to perform orb throws and shield‑node destruction without being overwhelmed.
What's up guys, Houndish here, and today we're jumping in with a quick guide on how to obtain the Praxic Blade inside of Destiny 2 Renegade. So we finally have the exotic mission for this, it actually is something that we unlock during the campaign, which is nice to be fair, that we don't have to run the entire campaign and then start a separate kind of exotic thread. it's kind of baked into the campaign. Although it does make for a pretty funky campaign mission, I suppose, with a few mechanics, jumping puzzles and all that kind of stuff, which we'll get to in a moment. Of course, the Praxic Blade, though, is a ranged weapon, so we can throw the Praxic Blade and it will seek out multiple targets.
Then attacking recalls the blade while it's in flight. We can also hold to perform a more powerful throw, sending the blade on a straight path in the direction of your aim and releasing the button will again recall the blade. It additionally has Cormorant Reversal, and while guarding, the sword converts incoming projectiles into bolts that reflect to where you're aiming.
And Cormorant Combo, where after three rapid light melee attacks, we can execute a heavy melee combo. So it's a pretty fun weapon as you can see. There are also a lot of upgrades for this. The nice thing about them though is that they're actually displayed on the weapons, so you can see all of the future potential upgrades and variations of it and exactly how you actually earn them. So looking at some of the crystals here, they're acquired through lawless frontier jobs on Mars or through lawless frontier invasions.
It's pretty self-explanatory because we can actually view them in game, which is good. There are also mod sockets that will adjust stats on the weapon, those can be earned through a variety of activities, and rank paths on the Tharsis Outpost factions. On top of that though, the power cores will change the behaviour more significantly, some of them will be for sale in the Tharsis Cantina.
And lastly, what are essentially the catalysts for the weapon, which are acquired between reruns of the Exotic Mission and the dungeons. So obviously as we discover those, I'll try and cover them more. The good thing, like we said, is that the sources are actually displayed on the weapon, which is certainly helpful.
In terms of actually acquiring this thing though, as you're running through the campaign for Renegades, you'll eventually get to a mission called Fire and Ice. Now, there are a lot of kind of jumping components and a bit of a maze, I suppose, to actually get through this. We'll start out at Fire Base Imperator, so basically head in the direction of enemies and kill stuff.
Ultimately though, we'll get to a room with a bunch of Taken here. We keep killing them and eventually a Taken boss called the Portal Keeper will spawn. And when that one's killed, we can head through the portal into the main section of the exotic mission. To get through this first room, there are a series of blights that you can see, and there's a kind of big pillar in the middle of the room. If you jump halfway up that pillar, there'll actually be a hole that will allow us to drop down.
From there, kind of follow the path that's obvious in front of us, I suppose. There will be a bit of trial and error here, but it will lead us to a wall with boopers on it. So we'll have to crawl along the ledge of the wall, avoiding the booping section. Once you get to the end, there's actually a rock floating out that you can jump over to. It may be easiest to jump over to that.
And then you'll see that there's another elevation above that initial ledge with a new ledge that we have to walk across. And you'll see there are once again taken boopers that will knock us off. So be careful. In this section, if you walk all the way to the top, the floor will actually dissolve and let you walk through another kind of maze section. Totally ignore that as to the right hand side, there's another passageway that we can actually take, which is the actual direction we need to head in.
So take that passageway and we'll get to an area that looks like this. Again, there will be moving parts of geometry that will kind of pop up and you'll have to jump over them. When we get to the end of that section, there'll be a big pit that you can actually jump into. However, instead of doing that, jump above and there'll be some ledges that you can grab onto and then follow the direction on screen. You can see a passageway that leads us all the way to the end.
After navigating through here, there's a tricky section again with dissolving floors and different routes that you have to take. So if you initially run forward, there will actually be gates that come up in front of us while the floors are dissolving, so it's pretty easy to end up falling off the map here. If you take the pathway to the right hand side, however, this is at least how I did it on this first run. Head forward through the grating and there'll be an opening in that grating on the left hand side. That's the route you actually need to take.
Obviously trying to remain on solid ground. After that you'll notice a pathway of jumpable platforms going up the wall. So take that route and there'll be these sort of hanging pieces of masonry, I guess. Once you're at the top, follow the pathway that you can see forward.
Then at the end on the right hand side, slightly below us, there's a lit up kind of doorway. If we jump through there, we'll go down a ramp and again onto a jumping section with dissolving platforms. So basically follow the most obvious route through this.
There will be some trial and error again It's pretty much inevitable when you've got a mission which is essentially a maze. So remain patient, Guardian. If you're having any trouble with this bit, it's somewhat forgiving in that we can continually respawn here. So that's nice. When you're in this particular open section, though, if you climb these rocks on the left hand side, then go into the building, you can see there's a bit of a doorway and again, some more kind of hanging platforms.
If we cross these and get to the other side, eventually there's a node that we can interact with, which will again open a portal and actually put us into a combat This area of the mission looks really really cool to be fair to Bungie. Easily one of the best pieces of content we've actually had in Year of Prophecy, if you ask me. But for this combat encounter, you'll see that there are both light and dark kind of glowing orbs up in the air.
And there'll be Cabal enemies that spawn in, which are referred to as cleaved enemies. When we kill these, they'll drop orbs on the ground that are either light or dark, and we have to throw those orbs at the corresponding nodes that are floating up in the air. But essentially we have to achieve balance here, so... Every time you throw one of the orbs up in the air, it will actually increase the size of the orb. So if you throw one white one at a white orb, it will get bigger.
And to maintain balance, that means you have to throw another white one, but at a different white orb so that it's the same size as the other one. That's basically the process that we're going through. And there is a way to control whether we get light or dark orbs actually dropped on the ground.
So you'll notice these cleaved enemies are both normal Cabal and taken Cabal enemies. So if you kill two of them, which are the same in a row, it will spawn light orbs. So if you kill two normal Cabal or two taken Cabal, you'll get light orbs dropped on the ground, but if you kill one of each, it will spawn the taken orbs.
And that's how we can actually get the orbs on the ground that we need in order to match all of the floating kind of spheres in the sky, if that makes sense. That's the best explanation I can actually give for this. This first combat encounter basically requires us to get all of them to the maximum size, but just remember to do it sequentially Every time you increase the size of a white or black orb, you'll need to repeat that to do the same to the orb on the other side that matches. So two black orbs both need to be the same size, for instance.
And once you've maxed each of them out, you'll basically complete the mechanics part of the encounter. Then you just need to clear your way through the enemies until the encounter is complete. Following this, we'll have to head back through the same portal that we actually entered this room through, and then we'll go into a boss version of what is essentially the same encounter. So the first four chunks of the boss's health can actually be taken down.
He will spawn Cabal Shields with the normal kind of shield node that is destructible. So just destroy the node and get the boss all the way down to a quarter of its health. and then we'll be required to repeat the same mechanics with the taken or light orbs.
So on our run we had two taken orbs up in the air and that just means that we need a load of taken orbs to throw at them. In this room though you will actually have to control what types of enemies spawn out of the door in terms of whether they're Cabal or taken variants. So there's a node that'll be on a platform up in the sky.
Every time you activate that node it will change the enemy type that actually spawns in. So if you need light orbs, for instance, you just need to kill two of the same types of cleaver enemy, for instance, two Cabal. But if you need two Taken orbs, it may be that you have to use that node on the platform to actually change whether you're getting light or darkness enemies in order to spawn in Taken enemies.
And again, you'll need to kill one of each. So it could be one normal Cabal followed by one Taken Cabal, and that will drop the Taken orbs. Or it could be the other way around.
A little bit tricky at first, but actually a lot more simplistic than it first appears. Only other thing in this room is obviously surviving the boss who absolutely beams you. I imagine a lot of people will be running through this campaign solo, so this particular mission may require a little bit of work.
We did this on the legendary campaign, so theoretically it will be easier on the normal campaign. But after you've done this, you're able to finish the boss off, basically. Then you clear out the remaining enemies in the room and it will teleport us to Ono's room with the lightsaber in it and we get loot, including the lightsaber.
So that's the initial run of the fire and ice mission. The subsequent upgrades for the Praxic Blade are available via various different vendors and activities as indicated on the sword itself, but there will additionally be a quest given to us after this point in time which is called the Praxic's Path, so we'll need to speak to Warner to pick that up. And then there are a handful of steps that ultimately will give us one of the initial upgrades for the weapon, but as we said...
There are various different upgrades that we'll ultimately have to get. So there we go, that's the initial unlock for the Praxic Blade. Let us know in the comment section your thoughts on the exotic mission. I thought it was pretty fun.
If you hate jumping puzzles, then that might put you off a little bit. You'll have to give me your impressions below. But if you found the video helpful, a rating really does help us out on the channel.
Be sure as well to subscribe for more Destiny content. Otherwise, thanks for watching and I hope you guys have an awesome day.
Destiny 2: How to get PRAXIC BLADE Exotic Lightsaber Sword, Fire and Ice Mission Guide, Praxic Blade Upgrades & Praxic's Path Quest Guide (Renegades Exotic Mission Guide)
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