Darkness In The Light Quest

Destiny 2: Beyond Light’s new Stasis powers are a total game-changer for the massively multiplayer online looter-shooter. Stasis is already having a major effect in activities like Crucible. So if you’re looking to strengthen that power even more, you can augment your new subclass with Aspects that tweak your ice powers.

In order to do that, you’ll need to claim the Aspect of Control, a key item found during the Born in Darkness quest that's part of Beyond Light's main campaign. In order to complete this, you’ll need to find five Entropic Shards hidden around the icy new destination of Europa. These are unmarked on your map, so they’ll require a bit of hunting. Fortunately, we’re here to show you exactly where you can find them so you can get back to freezing.

  • Choosing a side – This is has been a long-running rumor, that Luke Smith, in his quest to make Destiny even more like WoW, will eventually pose a choice to players where they have to choose between.
  • How to Start the Key of Light and Darkness Quest To kick off the quest you’re going to need to talk to Petra Venj after completing the main campaign for Destiny 2: Forsaken. With the campaign completed you’ll receive a Broken Awoken Talisman, a small item that you need to reach the Dreaming City.

Complete the Darkness in the Light quest in Destiny 2 to unlock the Malfeasance exotic hand cannon. February 10 2020 Destiny 2’s exotic hand cannons are a blast in more ways than one. If you want to get Malfeasance, you’ll need to complete the Darkness in the Light quest in Destiny 2.

How to start the quest

You’ll need to go through a few hoops to pull this off. The Born In Darkness quest becomes available once you beat Beyond Light’s campaign, but you’ll need to do a few things first.

First, you’ll need to complete the Reclaiming Europa and Empire’s Fall quests, which unlock Empire Hunts. Once you do that, you’ll be able to progress through the Stasis Prototype quest. The end of that quest rewards you with Salvation’s Grip, an exotic grenade launcher that freezes enemies.

You will not be able to interact with Entropic Shards without this weapon. The shards appear as tiny black pyramids hidden throughout the map. When you see one, you’ll need to shoot it with Salvation’s Grip, so make sure you have the weapon and ammo for it when you set out to do this.

While there are more than five shards total, you’ll only need to shoot five to get the Aspect of Control. Here are the best five to focus on.

Location 1 - Asterion Abyss

To find this shard, you’ll need to climb the big structure in the middle of the Asterion Abyss. Open your map and you’ll see it near the western wall of the area.

Simply platform your way up the structure and head to the exact pinpoint in the map above, and you’ll find the shard.

Location 2 - Cadmus Ridge

Head into Cadmus Ridge and drive to the western edge of the map, shown above. You’ll find the shard tucked against an ice wall near the southwest of the area.

Location 3 - Concealed Void Lost Sector

Quest

This shard is located all the way at the end of the Concealed Void Lost Sector in Asterion Abyss. When you get to Asterion Abyss, look for the series of tunnels that are underneath the area north of the structure you climbed to get the first shard. When you’re underground, you’ll see a small cave entrance with a reddish light coming from it. Head in there to get to the Lost Sector.

You’ll need to complete the entire Lost Sector, so kill the enemies to open the gates until you get to the boss room. Take out the boss and all remaining enemies and then stay in that room. Look up and you’ll see an opening in the ceiling. There’s a shard right at the top where the light shines in. Shoot it and move on.

Location 4 - Riis-Reborn Approach

Make your way all the way up to Riis-Reborn Approach. If you’ve done the campaign, you’ve done this hike a dozen times by now. You’ll head through an elevator and then continue north, passing by waves of Vex.

Eventually you’ll hit a second elevator. As soon as you get to the top, you’ll be in a dark room with some steps in it. As you exit the elevator, look at the steps in front of you and walk to the other side of them. It’s hard to see, but a shard is hanging out right under those steps. Shoot it and you’ll only have one left.

Location 5 - Technocrat’s Iron

Continue to this shard straight from the last one (trust me, you don’t want to make this hike twice). From the elevator, just keep going until you warp into the next area. Run forward and you’ll eventually come to a fork in the road, allowing you to continue straight or hand a left. Take the left route and follow it as far as you can’t go any further (you’ll see Technocrat’s Iron pop up on your HUD, which is a signal that you’ve gone the right way). You’ll know you’re there when you hit a big round room with no exit and a servitor hanging out in the middle.

Kill the straggling enemies in this room and then look up at the walls. Standing at the entrance, you’ll see the shard hanging up by the wall to your right. Fire a crystal shot at it and you’re done!

Once you’ve gotten all five, a new quest marker will appear at Riis-Reborn Approach. Head back up there and finish the mission to get the Aspect of Control.

Destiny 2: Beyond Light is now available.

Quest has a system built in for handling light and darkness in your game.

A Dark Room

The first step is to go to the features tab of the game object and tick the box “Lightness and darkness…” (actually this is optional; it just turns the editor features on, your game will run the same either way).

By default rooms are lit. We will create a dark room, called “darkroom”. Create the room as normal, make exits to and from it, and give is a description. Now go to the Light/Dark tab, and tick the “Room is initially dark” checkbox.

Try the game, and you will find two things. The first is that there is no default dark room description; it is just blank. The second is that you are trapped in the dark room - there is no way to use the exit if it is too dark to see it!

A Light from the Door

Go to the exit from this room, and on the Options tab, tick the “This object is a light source” box. In the dropdown box that appears, set it to be weak. Now the player will see and be able to use this exit, even if the room is dark - there is a faint light coming from the other room, enough to show you the way out.

Go back to the Light/Dark tab of the room, and add a description to display when dark. Perhaps: “It is dark, but you can just make out an exit to the west.” Now when you play the game the room is still dark, but the exit is useable, and the player will not be trapped here.

Weak and Strong

Quest has three levels of light for objects. None at all, weak and strong. A strong light will illuminate the whole room. A weak source only illuminates itself. The exit was a weak light source, so it could be seen in the dark room but nothing else could. What we need is a strong light source.

Implementing a Torch

Create a new object, called “torch”. On the Inventory tab tick it so it can be taken. On the Features tab, tick Lightness and Darkness. Then on the Light/Dark tab, tick it as a light source and set it to be Strong.

Now go in-game. With the torch in hand, your darkroom will be illuminated.

A Note about Containers

Quest has a sophisticated container system. If the player puts the torch in a container that is flagged as transparent, the torch will still illuminate the room.

Implementing a Light Switch

Create an object, lightswitch, inside the dark room. On the Features tab, make it switchable. On the Switchable tab, also make it Switchable, and fill in the message boxes. Then in the script to run when turned on, put in this (not sure what to do with code? See here):

For the other script, you need this:

Very simple, they just alter the “dark” attribute of your dark room.

If you try it out, you will find the light switch now controls the darkness of the room (you will need the torch to find the switch, but then leave the torch elsewhere to confirm the room is now lit). You could, of course, set the switch to be a weak light source, so it can be found in the dark.

Implementing a Switchable Torch

We should be able to turn the torch off, to save the battery. Pretty similar to before - on the torch object, first set it to not be a light source, as it is initially turned off (but keep it as a Strong light source!), then go to the Features tab, and make it switchable. On the Switchable tab, make it Switchable (the default messages are good enough). Then in the script to run when turned on, put in this:

For the other script, you need this:

A Torch that Fails

No torch lasts forever; let us put a limit on this one. First create a new attribute for the torch, called “battery”. If working offline, you can do that by going to the Attributes tab to create it, and Set it to be an integer, with a value of 5 (we want a small number whilst we are playing around; for your game you will want it much higher). If using the web version, you have no Attributes tab, so go to the Script tab of the game object, and add this code:

We now need a turn script. We could do this two ways: have the turn script enabled and disabled when the torch is turned on and off, or have it running all the time, but only use the battery when turned on. I am going to do the former.

Create a turn script, and make sure it is under the Object object (i.e., it is vertically aligned with your rooms, not the stuff in the rooms). Give the turn script a name, torchturnscript, and paste in this code:

The first line reduces the life of the battery. If it gets to zero the rest of the script kicks in (I am checking for less than one rather than zero in case something odd happens, and it jumps to -1; I still want the torch to the fail then). Once the battery fails, we need the torch to be switched off, to not be a light source and for this turn script to stop. We also need a message to the player.

The last line sets a special attribute that (as of version 5.7) Quest will check before switching the object on; if the attribute is a string, the string is displayed, rather than turning on the item.

Now we need to go back to the torch, and the scripts on the Switchable tab. The turn off script now looks like this, as we now want to turn off the turn script when the torch is off:

The turn on script is more complicated, as we have to test if the battery is dead.

If the battery is good, the torch becomes a light source, and the turn script goes on.

If the battery is dead, we need to turn the torch off again, and give a message. The turning on message will fire every time, that is just how Quest works, so the fail message needs to be crafted around that.

Darkness In The Light Quest City Of Secrets

Want to recharge or replace the battery? Here is the code:

Is it dark?

If you want to know if it is dark in the current room, use the CheckDarkness function. This will return true if the room is dark and there is no strong light source in it, and false otherwise. For example, for a SEARCH command, the code might look like this:

Descriptions: scripts vs text

If you use text for a room or object description, Quest will check if it is dark first, and only give the description if there is light to see the object.

Darkness In The Light Quest Taken Bosses

If you have set the room description to be a script, then Quest will again check if it is dark, and will only run the script if the room is illuminated.

Darkness In The Light Quest Destiny

For objects, however, the Quest will run the script, whatever the illumination. Note that this is only an issue when they are in the inventory - objects in the room are not reachable if the player cannot see them. Yo may want to check in each script, then, whether there is enough light to see the object. On the other hand, you might reason that since the player has picked the object up, it is reasonable to assume she can remember what it looks like or can feel it, and so it does not matter. Or you could give different descriptions depending on the lighting.

To get you started, this script will check if it is dark, and if it is, give the standard response; otherwise if gives the proper descriotion.