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Walkthrough for obtaining the Praxic Blade (the “lightsaber”) in D2 Renegades.
Covers the exotic mission tied to campaign quest step 33 of 45: “Visit the Praxic Temple.”
Explains how to navigate hidden paths, complex jumping puzzles, vanishing floor rooms, and two orb-based combat encounters.
Mission Access And Early Progression
Play the Renegades campaign until you reach quest step 33 of 45: “Visit the Praxic Temple.”
Starting this step launches the exotic mission. The opening is straightforward:
Proceed through the area, fighting enemies as usual.
Eventually you reach a room with what looks like a darkness splinter.
Activate the splinter to spawn additional enemies.
After killing several enemies, Dredgen Bale appears and delivers a brief, gloomy speech.
Once the speech ends, the game gives little guidance on where to go next.
The actual path forward is a hidden hole in the floor inside a nearby structure.
Enter the structure, locate the concealed opening, and drop down to continue.
Jumping Puzzle And Wall Mechanic
Wall Push Mechanic Area
After dropping through the hidden hole, you arrive in a large outdoor jumping puzzle area dominated by a long wall.
This wall uses a push mechanic similar to the one from the Taken King raid:
Getting too close triggers sections of the wall to thrust outward and try to knock you off the map.
As you reach the midway staircase section:
Crouch and hug the wall.
Move slowly, pausing when necessary so the wall can push out before you step into it.
Time your movement around these pushes to avoid being thrown off.
At the end of this sequence:
You come to a very thin ledge that looks too narrow to stand on, but it is actually safe.
Carefully walk onto the ledge, still hugging the wall on your left.
From the far end of this ledge, jump out to the distant floating rock visible ahead.
Elevation Change Via Floating Rock
Once you land on the floating rock:
Turn back and face the direction you originally came from.
Jump back toward the wall area, aiming for a higher platform.
This maneuver places you on an upper level of the same wall section.
As before, proceed while hugging the wall cautiously to avoid being pushed off.
Continue until you reach a spot where you can:
Turn right into a narrow passage that leads directly into the interior of the wall structure.
Disappearing Floor Symbol Room
Follow the passage and take a staircase upward into a room featuring a noticeable symbol on the floor.
If you stand directly on that symbol:
The floor beneath you begins to vanish, causing you to sink through.
As you explore further:
You encounter additional symbols and sections of wall that disappear as you approach.
Progressing along this obvious route eventually loops you back toward the starting point of the room.
This loop makes the room feel like a maze, but the intended path is actually a misdirection.
Correct Exit From Symbol Room
To leave this room correctly:
While walking up the original staircase toward the first floor symbol, stop before touching it.
Turn right before stepping on the symbol.
A very thin hallway is hidden on the right side; this hallway is the real exit.
Enter this hallway to leave the looping symbol room and continue the mission.
One-Time Wall Attacks And Climb
Inside the thin hallway, the walls contain the same push mechanic:
As you move forward, wall segments will lunge out once to shove or attack you.
Each section only activates a single time.
Strategy here:
Let the walls push out and finish their animation.
After they extend, the wall pieces remain in an extended position.
Use these extended wall sections as platforms:
Jump on top of them.
From there, jump along the wall pieces to reach the staircase at the end of the hallway.
After clearing the hallway:
Climb the staircase and continue ascending the stone platforms.
Turn back in the direction you originally came from and move through a cramped, low-ceiling area that requires crouching.
Follow this tight path until you reach an opening where you can drop down safely.
After dropping, continue forward while crouched to exit into the next puzzle space.
Vanishing Floor Maze
You now enter a maze-like room where many sections of the floor vanish beneath you.
At first glance, the exit path appears straightforward, with multiple doorways offering routes out.
However:
Some of these doorways are actually fake or blocked, but the blockage only appears when you get very close.
You may repeatedly run into invisible barriers that appear at the last second, forcing you to backtrack.
To escape:
You must follow a specific correct route that weaves through the openings that remain truly passable.
Memorizing or visually tracing which doorways do not seal up on approach is key to getting out efficiently.
Successfully navigating this maze brings you to a new section where you step away from the vanishing floor hazard.
Upper Ledges And White Doorway
After exiting the vanishing floor maze:
Begin climbing by jumping onto small ledges protruding from the walls.
The route continues upward and away from the main floor:
Jump from one narrow ledge to another along the side walls.
Make a long jump to a distant doorframe, then continue from that doorframe to a series of very small ledges.
This climbing path takes you vertically above the vanishing floor maze area you just crossed.
As you keep ascending:
You eventually reach a thin ledge.
From here, you can see a glowing white doorway off to your right.
Carefully jump from the ledge across the gap into that illuminated white doorway.
Move through the doorway and advance into the next space.
Vanishing Ledge Run With Taken Node
Inside this area, you encounter a small Taken “nut” or node:
Shoot this Taken object to unlock the remainder of the path.
Beyond the node:
The ledges and platforms ahead have symbols on them, indicating another vanishing floor mechanic.
As you step on these symbol-marked platforms, parts of the floor begin to disappear beneath your feet.
To survive:
Move quickly and confidently along the route, minimizing time spent on any symbol-bearing ledge.
Keep your momentum and plan your jumps so that vanishing sections do not drop you into the void.
Eventually:
You reach a section where the floor no longer vanishes, providing stable ground again.
From this stable point:
Continue advancing through a more traditional jumping puzzle.
Always scan for the next safe ledge or platform ahead before committing to a jump.
When you spot an illuminated platform below:
Drop down and land on this lit platform.
Upon landing, turn left and head inside the nearby structure to proceed.
Final Climb Before First Fight
Inside the structure:
Continue ascending using stacked platforms and architectural features as steps.
Along this climb:
Watch for Taken “boop” objects that can knock you away or off the platforms.
Either destroy them or navigate around them to avoid being launched into open space.
At the top:
You emerge outside once again onto a series of narrow exterior ledges.
Carefully:
Jump along these thin ledges, maintaining precision and patience so you do not fall.
Ultimately, you reach:
A large, relatively safe landing area featuring another darkness splinter (or similar device).
Activate the splinter and enter the portal that appears:
This brings you to Encounter 1 of 2, the first orb-based combat arena.
Orb Mechanic Overview
The remaining two encounters both revolve around large floating circles and color-matched orbs.
In each combat room:
Several circles hover high in the air.
Each circle is clearly either white (light) or black/dark in appearance.
Your goal in these encounters:
Generate orbs of light and dark.
Throw these orbs at the floating circles of the corresponding color.
Each successful hit causes the targeted circle to grow in size.
Crucial detail:
Circles must be grown evenly within each encounter.
Dumping all orbs of one color into a single circle without balancing the others will not complete the mechanic.
Orb Color Generation Logic
Special yellow-bar enemies—Cabal and Taken—are responsible for spawning orb drops.
When you kill one of these yellow-bar enemies, you receive a specific buff:
This buff appears on your HUD and indicates whether you have Cabal or Taken energy.
The color of the orbs that drop next is determined by:
Which buff you are currently holding (Cabal or Taken).
Whether the next yellow-bar enemy you kill matches or opposes your buff type.
The rules for orb color are:
Kill a yellow-bar enemy that matches your current buff → light (white) orbs.
Kill a yellow-bar enemy that is the opposite type → dark (black) orbs.
Example Of Orb Color Logic
Suppose you kill a cleaved Taken Centurion:
Your HUD shows “Taken Energy Cleaved,” confirming a Taken-aligned buff.
With that Taken buff active:
If you then kill another cleaved Taken Centurion (matching type):
Light orbs (white) will drop.
If instead you kill a cleaved Imperium (Cabal) Centurion (opposite type):
Dark orbs (black) will drop.
The same logic applies in reverse if you begin with a Cabal buff:
Buff from Cabal + kill Cabal again → light orbs.
Buff from Cabal + kill Taken → dark orbs.
Encounter 1: Four-Circle Room
In the first orb encounter room:
Four large floating circles hang overhead.
Two are white (light) and two are black/dark.
Objective:
Use the orb generation rules to create the correct mix of light and dark orbs.
Throw each orb at a circle of the matching color to make the circles grow.
Every matching orb hit:
Slightly enlarges the targeted circle.
Key constraint:
All four circles must be expanded in a relatively balanced way.
You cannot simply max out one or two circles while ignoring the others.
Even Growth Strategy
To manage circle growth efficiently:
Distribute your orbs as evenly as possible among the circles of the same color.
For example:
You might throw two white orbs at one white circle to grow it twice.
Before throwing a third white orb at that same circle, send your next white orb to the second white circle.
Apply this approach to both colors:
Alternate between the two white circles when using light orbs.
Alternate between the two dark circles when using dark orbs.
Maintaining approximate parity among all four circles ensures the mechanic progresses smoothly without accidental over-investment in a single circle.
Completing Encounter 1
Continue cycling:
Generate orbs by coordinating which yellow-bar enemies you kill and with which buff.
Throw the resulting orbs at the appropriate white or black circles, observing even growth.
As you manage this:
Each circle will gradually reach its maximum size.
Once all four floating circles are fully enlarged:
The encounter completes.
A portal opens, allowing you to proceed into the final boss room for Encounter 2.
Encounter 2: Final Boss Fight
General Boss Phase
Encounter 2 combines a boss fight with the familiar orb mechanic.
At the start:
A boss appears and moves around the room, shifting between different positions.
Damage him whenever he is accessible, using normal weapons and abilities.
Periodically:
An orange Cabal bubble appears somewhere in the arena.
Enter this bubble and destroy the device located at its center.
Doing so allows the fight to continue and prevents stalling.
After a period of dealing damage:
The boss becomes damage-gated, temporarily immune to further direct damage.
At this stage, the orb mechanic returns in a modified form that you must complete to re-open the damage phase.
Controlled Yellow-Bar Spawns
During this damage-gated phase:
Only two floating orbs need to be filled instead of four—typically one light and one dark.
The special yellow-bar Cabal and Taken enemies now spawn one wave at a time.
You control when and what spawns by using a ceiling switch:
Look up to find a small floating darkness splinter on a platform high near the ceiling.
When a teammate activates this splinter, it spawns a new wave of yellow-bar enemies.
These waves alternate types between Cabal and Taken over successive activations.
This deliberate spawning system:
Lets you choose when to generate more orb drops.
Gives your team room to coordinate buffs and targets without being overwhelmed.
Coordinating Buffs And Orbs
To produce orbs of a desired color, coordinate enemy kills with your active buff:
Example for dark orbs:
First, kill a yellow-bar Taken Centurion to obtain the “Taken Energy Cleaved” buff.
While you hold that buff, have your teammate trigger the ceiling splinter to spawn the next wave.
If that wave contains a Cabal Centurion, kill him while still buffed by Taken energy.
Because you killed the opposite type enemy with a Taken buff, this kill drops dark orbs.
To generate light orbs:
Reverse the pattern by matching buff and enemy type.
For instance, hold a Taken buff and then kill another Taken Centurion, or hold a Cabal buff and kill another Cabal Centurion.
Throughout this phase:
Communicate which buff is active and which enemy type should be killed next.
Time splinter activations to ensure the correct type of yellow-bar enemy appears when you need specific orbs.
Completing Encounter 2
As in Encounter 1:
Collect light and dark orbs based on the buff logic.
Throw these orbs at their corresponding floating orbs in the room.
Your target now is:
Fully enlarging both of the floating orbs, one of each color, using correctly matched orb throws.
Once both orbs are filled:
The boss’s damage gate lifts, and he becomes fully vulnerable again.
Finish the fight:
Resume damaging the boss until his health is depleted.
When he dies, the exotic mission concludes, and you are awarded the Praxic Blade.
Structured Summary
Progression And Mechanics Table
Step
Location / Phase
Key Mechanic
Solution / Action
1
Campaign
Unlock exotic mission
Play Renegades campaign until quest 33/45: “Visit the Praxic Temple.”
2
First darkness splinter room
Hidden progression path
Activate splinter, defeat enemies, then drop through the concealed floor hole.
3
Outdoor wall area
Pushing wall segments
Crouch-hug wall, pause during pushes, use the ultra-thin ledge, jump to floating rock.
4
Elevated wall area
Higher access point
From rock, jump back to a higher ledge, hug wall, turn right into the inner passage.
5
Symbol staircase room
Looping disappearing floor and walls
Ignore the first floor symbol; instead turn right into the thin hidden hallway.
6
Thin hallway
One-time wall attacks and platforming
Let walls push out once, then jump on them, climb stones, navigate crouch tunnel.
7
Vanishing floor maze
Fake doorways that block up close
Learn and follow the correct path, avoiding doorways that seal at close range.
8
Above-maze ledges
Long vertical climb to white doorway
Jump along small ledges, reach thin ledge, then leap into glowing white doorway.
9
Vanishing ledge run
Taken node and disappearing platforms
Shoot Taken node, run quickly over symbol-marked ledges until floor stabilizes.
10
Pre-fight climb
External thin ledges and boop hazards
Ascend indoor platforms, dodge boop objects, then take outside ledges to splinter.
11
Encounter 1 (four circles)
Light/dark orb circles, even growth
Generate orbs with buff logic; throw to matching circles, keeping all four balanced.
12
Encounter 2 (boss – base phase)
Rotating boss, Cabal bubbles
Damage boss, step into orange bubbles, destroy their devices to progress.
13
Encounter 2 (orb phase)
Switch-controlled yellow-bars and two orbs
Use ceiling splinter to spawn alternating Cabal/Taken waves; generate needed orbs.
14
Mission completion
Final damage window
After filling both floating orbs, finish off boss to earn the Praxic Blade.
Orb Color Logic Table
Current Buff Source
Next Yellow-Bar Killed
Orb Color Produced
Usage
Taken Centurion
Taken Centurion
Light (white)
Throw at white floating circles.
Taken Centurion
Cabal Centurion
Dark (black)
Throw at black floating circles.
Cabal Centurion
Cabal Centurion
Light (white)
Throw at white floating circles.
Cabal Centurion
Taken Centurion
Dark (black)
Throw at black floating circles.
Action Items
Progress the main Renegades campaign until you reach the “Visit the Praxic Temple” quest step.
Be prepared for demanding platforming:
Practice precise jumps, wall-hugging, and timing around push mechanics.
Coordinate with teammates on:
Generating the correct orb colors by managing buffs and enemy kill order.
Timing ceiling splinter activations in the final encounter to control yellow-bar spawns.
Learn the correct routes for:
Exiting the symbol staircase room via the hidden thin hallway.
Navigating the vanishing floor maze and climbing the upper ledges that follow.
Here's how to get the Praxic Blade, aka the lightsaber, in D2 Renegades. First of all, you're gonna have to do the new Renegades campaign for a while until you reach quest step 33 of 45: visit the Praxic Temple. The exotic mission starts off pretty tame, just go through and kill bad guys like you normally would.
Eventually you'll come to a room that has what looks like a darkness splinter, go activate it to summon more bad guys. After slaying a couple bad guys, Dredgen Bale will give you a very emo speech, and then the game kinda doesn't tell you where to go. You actually have to fall down through a hidden hole in the floor located here in that structure.
Jump on into that structure and fall down through the hole. Eventually, you'll reach a large outdoor jumping puzzle area. Tread carefully because when you reach this large wall out here, it'll have the wall mechanic from the Taken King raid. Basically meaning if you get too close, the wall will activate and push out and try to shove you off the map. Here's the trick to doing this part.
When you get to the midway staircase section about here do as follows. Crouch hug the wall and pause to avoid the wall shoving you out along the way. When you get to the very end, I know it looks like this ledge right here is too thin to walk on, but you actually can walk on it. Walk all the way out and hug the wall to the left. Then turn around and jump out to that floating rock way out there.
When you land on the rock, turn back around and jump in the direction you just came from. You're essentially jumping back to the wall area, but now you're up a floor higher. Be careful and hug the wall, and then when you get to right about here, turn right and take the passageway into the wall.
This part is tricky. Take the staircase up and you will see a symbol on the floor. If you stand on it, the floor will suddenly begin to disappear and you'll sink through the floor.
At first, it kind of seems like you're going the right way. There are more symbols. And as you approach, the wall begins to disappear and you'll keep going forward until you realize that you've just done a small loop and you're right back where you started.
Here's the trick. And I think you might need to do a full loop before doing this. Not really sure.
But when you're walking up that original staircase, before you even get to that first symbol that makes the floor vanish, just turn right. And you'll see that there's actually a super thin hallway to the right. You just go in there to get out of the room.
careful the walls will shove and attack you here as well but they only do it once so once the walls have pushed their way out you can now jump up on top of them jump your way to the staircase at the other end of the hallway then keep jumping and climbing up on the stones turning back around the way you came navigate your way through this weird crouching area until you reach about here then fall down and keep crouch walking You'll now find yourself in an area where many sections of the floor will start vanishing under your feet. At first, it looks like the path out is easy, but you'll learn that as you try to escape, certain doorways are actually blocked, but they don't appear to be blocked until you're like two inches away. Here is the correct pathway to get through.
When you're out of that weird puzzle area, start jumping up on the small wall ledges. Jump way over to that doorframe over there and then jump to these very small ledges, again making your way up. You're pretty much jumping back over the vanishing floor puzzle you were just running through a minute ago.
Eventually, you'll reach a thin ledge and you'll see this, a glowing white doorway off to the right. Jump over into that doorway, head forward, shoot the little taken nut thingy and go quickly because as you will notice there are symbols on the ledges out here meaning the floor will start to vanish under your feet as you go. When you finally get to the area where the floor stops vanishing just continue following the jumping puzzle looking for whatever the next ledge is.
When you see that illuminated platform down there go jump to it and when you land there turn left and head into the structure. Now start jumping upwards, taking the platforms, watch out for the taken boop thingies. You'll find yourself back outside and now very carefully jump to those thin ledges until you eventually reach a large safe landing area and another darkness splinter or whatever the hell you call it. Head in through the portal and now you're at fight number one of two. These fights have a weird mechanic.
If you look up in the air, you'll see large circles. There are four in this room. Two are white and two are You need to get orbs to spawn from yellow bar enemies and then you have to throw orbs of the matching color at those large circles.
Each time you do that, the circle will get slightly larger. But the trick is you have to do it evenly, meaning you can't just throw all four orbs at one floating circle right away. You need to expand all of them kind of evenly. For example, we throw two white orbs at the floating white circle, it grows in size twice.
And then before we throw any more orbs at that particular circle, we take our remaining orb and throw it at the other floating white circle. Again, you want to make them all grow, but you want to do it evenly. The other trick to this mechanic is getting the right color orbs to spawn. As I mentioned, there are unique yellow bar enemies in this encounter, Cabal and Taken. When you kill either, you'll see a message on your HUD indicating you currently have their buff.
Depending on your buff and depending what yellow bar you kill next, that determines what the color of the orbs will be. Killing a matching enemy will spawn light orbs. Killing the opposite enemy will spawn darks. For example, I kill a cleaved Taken Centurion, and now I have Taken Energy cleaved indicated on my HUD.
If I were to kill another cleaved Taken Centurion, it would drop light orbs. But if I were to kill a cleaved Imperium Centurion instead, aka a Cabal, it would drop dark orbs. Keep throwing orbs at the floating circles, being sure to match the colors until all four floating circles are now full. Head through the portal into the final room. Now you have a boss fight with a similar mechanic.
Keep damaging the boss as he goes around the room. You may need to occasionally enter an orange Cabal bubble and destroy the device in the center to continue. Eventually, the boss will become damage gated.
Now you'll need to enlarge the floating orbs in the room like you did before, only the trick here is the special Cabal and the special Taken Yellow bars that spawn orbs spawn in one at a time and you control when they spawn. You do that by activating a small floating darkness splinter way up by the ceiling on a floating platform. Whenever you activate that button, you spawn in a new wave of yellow bar taken or cabal. They go back and forth.
For example, I need black orbs, so I kill the yellow bar taken centurion and take his taken energy cleaved buff now i tell my teammate to jump up and hit the switch which spawns in a cabal centurion and when i kill him he drops dark orbs exact same mechanic as before enlarge the floating orbs until they're both full then finish damaging the boss until he's dead hit the like button if you found this guide easy to understand more renegades content on the way thanks very much for watching peace
Here's my full Exotic Guide on How to get the Praxic Blade in Destiny 2 Renegades (aka how to get the lightsaber exotic) Enjoy!
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