Pinnacle Ops
Pinnacle Ops · Exotic Mission · The Dreadnaught
Reward · Barrow-Dyad · Exotic Strand SMG

Derealize

A reality-shifting exotic mission aboard the derelict Dreadnaught in the Pinnacle Ops, where you step between the normal and Taken realms to claim Barrow-Dyad — the Strand SMG that turns its own Blight into homing seekers — now a farmable, difficulty-scaled activity that is fully craftable and catalyst-upgradeable.

Reward
Barrow-DyadExotic Strand SMG · craftable
Location
The DreadnaughtSaturn · Hive flagship
Difficulty
TieredReward tier scales · no fixed timer
Origin
Episode: HeresyFinal Shape year · requires Heresy
The Fiction

Why you're here

The realm-shifting isn't set dressing — it's the whole reason this mission exists. Here's the story the Dreadnaught is telling while you flip between planes.

The Knight who refused the gift

Following "The Taken Path" onto the derelict Dreadnaught over Saturn, you hunt the Hive Knight Xir-Kuur, who exists in two irreconcilable halves. He challenged Oryx by Sword Logic, lost, and was Taken — but refused the gift as unearned, splitting into a material self and a Taken self that can never occupy the same plane at once.

Your reward is woven from that same fracture. Barrow-Dyad, the Strand SMG, is a Taken/not-Taken duality made into a weapon: its Blight spawns the very seekers that come hunting for it, mirroring the Knight's split down to the seams.

The seams between planes are the mission. Read the ritual of expulsion, wound only the half that's real, and end a Knight who could never choose which of himself to be.

The Reward

Barrow-Dyad & how to craft it

Exotic · Submachine Gun · Strand · 720 RPM

Barrow-Dyad

Intrinsic — Panic Response: the SMG generates Blight as it deals damage. Hold fire and the stored Blight depletes to gradually refill the magazine; reloading converts that Blight into Blighted Seekers — homing projectiles that chase nearby targets. A 720 RPM, 35-round-mag Strand exotic that rewards rhythmic trigger discipline.

Second perk — Taken Divergence: the weapon resonates with your upgrade choices, so each intrinsic tier reshapes how its Blight and Seekers behave.

Craft it: your first Derealize completion drops a Deepsight Barrow-Dyad — extract or dismantle it to register the pattern, then craft it at the Enclave on Mars. From there a two-track loop takes over: any-difficulty clears advance the Panic Response intrinsic through tiers I–V, while higher-difficulty clears award the catalyst upgrades (the Director’s reward preview shows the tier).

Catalysts: four selectable Refits — Target Lock, One for All, Hatchling (Threadlings on precision kills), and High-Impact Reserves — each adding a damage-style perk. Only one Refit slots at a time; swap them when you reshape the weapon.

How to start

Open the Director and launch Derealize from Vanguard Ops → Pinnacle Ops, then pick a difficulty tier (and optional modifiers such as Classic Collector) at the launch screen. You need ownership of The Final Shape / Episode: Heresy content.

Your first-ever completion drops a guaranteed Deepsight Barrow-Dyad; after that it is freely replayable to farm intrinsic and catalyst upgrades. Derealize is selectable straight from the Pinnacle Ops list.

What to bring

  • High single-target DPS for Vrhiisk and Xir-Kuur — don't lean on a freshly-earned Barrow-Dyad for boss damage.
  • Sustained healing or Restoration — Suffocating stacks, Taken-realm Blights, and floor energy chip you constantly.
  • Match the Arc/Strand surge for the run, and a self-rescuing kit for the enclosed final arenas.
The Route

Walkthrough

A dual-reality push through the Dreadnaught: a relic-dunk first boss, a rune-order puzzle, a piston jumping section, and a realm-swapping final fight against Xir-Kuur.

Get There First. Push through the opening Dreadnaught corridors clearing Dread and Taken adds. Watch for floating eyes that apply Suffocating stacks — break line of sight and take cover when stacks climb.
Kill the Subjugator miniboss blocking the portal, then advance into the first boss arena.
First boss — Vrhiisk, Seeker of Power (Subjugator): deal damage until roughly 10% health, when it goes immune and spawns Taken adds, including two Ogres.
Kill the Ogres to drop a Taken Relic; pick it up and charge it by killing adds, then dunk it at the marked Blight to strip the boss's immunity.
Grab a second Relic and repeat the charge-and-dunk, then burn Vrhiisk down. The final phase is a tight, enclosed arena, so favor close-range weapons or your Super.
No Escape (rune puzzle): you're sealed in a Hive bubble. Four rooms each show a rune; you must visit them in the exact order the symbols appear left-to-right on the wall.
Stand on the floor plate and read the chevron/arrow — it points the exit direction. If the displayed rune is the next one you need, step off the plate in the arrow's direction; if it's wrong, stay on the plate until the timer auto-teleports you to the next room.
Repeat until all symbols are entered in the correct sequence to pop the bubble and continue.
Jumping section. Platform through piston-trap walls, timing jumps through the lit gaps — beware wall holes that can spike or kill you.
Find and destroy three hidden Hive crystals (roughly one on the left, two on the right) to drop the Taken forcefield blocking the path.
Final boss — Xir-Kuur: two Hive Knights appear, one ethereal and one material. The grounded/material Knight is the vulnerable one — damage it.
When you deal enough damage you're pulled into the Taken realm; shoot the Blights there to return to the normal realm, then resume DPS. Repeat the realm-swap cycle, destroying Blights to keep the immunity shield down.
Avoid the Taken energy that periodically floods sections of the floor — fight up near the boss and upper platforms to dodge it.
When prompted to leave, exit and stand on the external Hive capture plate, holding it down to seal the door — this traps Xir-Kuur, completes Derealize, and awards Barrow-Dyad (plus, on first clear, the Deepsight for the craftable pattern).
The Details

Mechanics & the bosses

Key mechanics

Dual-reality realm-shifting. Progress requires swapping between the normal Dreadnaught and the Taken realm, shooting Blights to flip back.
Taken Relic dunking. Charge dropped relics on adds, then deposit them on Blights to remove boss immunity.
Rune-order plate puzzle. Read the floor chevron for the exit direction; match runes left-to-right, and stay on the plate to skip a wrong rune.
Suffocating stacks from floating eyes — manage them with cover and broken line of sight.
Piston-wall platforming with deadly wall-spikes during the jumping section.
Vulnerable-target tells. Only the grounded/material Knight and the active relic or Blight are damageable at a given moment.

Bosses · Vrhiisk & Xir-Kuur

Vrhiisk, Seeker of Power (Subjugator) goes immune near 10% and spawns two Ogres. Kill the Ogres for a Taken Relic, charge it on adds, and dunk it on the marked Blight to reopen damage — twice, then burn it in the enclosed arena.

Xir-Kuur is fought as paired Hive Knights — one ethereal and immune, one grounded and vulnerable. Damage the grounded Knight; at the breakpoint you're teleported to the Taken realm, where you shoot Blights to escape back. Repeat the realm-swap cycle to keep the shield down, stay high to dodge the floor energy, then seal the room on the external plate to finish.

Lore lens · why it works

The Blights are seams where two overlapping planes bleed together — bursting one collapses the overlap and drops you back. Only the half of Xir-Kuur sharing your current plane is real enough to wound; the sealing plate is a ritual of expulsion, and dunking the relic pours paracausal charge into the seam holding his immunity shut.

Difficulty & rewards. Under the Monument-era Pinnacle Ops system, difficulty sets the default reward rank and tier, and optional modifiers push rewards further — higher difficulty means a stronger reward baseline and better gear. Any-difficulty clears progress Barrow-Dyad's intrinsic upgrades, while higher-difficulty clears are where the catalyst Refits drop; the Director’s reward preview shows the tier. The Classic Collector modifier on the Pinnacle Ops version restores the old seasonal gear rewards for eligible players.
Don't Wipe

Tips & common mistakes

Don't rely on the freshly-earned Barrow-Dyad for boss DPS — bring high single-target damage and match the Arc/Strand surge for Vrhiisk and Xir-Kuur.
Keep healing/Restoration up: Suffocating eyes, Taken-realm Blights, and floor energy all chip you down constantly.
On the rune puzzle, read the floor chevron for the exit direction — if the rune showing isn't the next one you need, stand still on the plate and let the timer teleport you rather than guessing wrong.
During Xir-Kuur, only the grounded Knight is vulnerable and you must clear Blights to drop the shield — don't waste a rotation on the ethereal copy, and fight up high to dodge the floor energy.
Mind the wall holes and spikes in the platforming section — they can one-shot you if you rush the jumps.
Build Pairing

Best artifact for this exotic

Barrow-Dyad is a Strand SMG that thrives on a Sever-and-Unravel loop, so pair it with the artifact that amplifies Strand damage and feeds its add-clear seekers. The Artifact 2.0 layer accelerates the build — it doesn't gate it.

Primary pick

NPA Repulsion Regulator

Why: Improved Unraveling and Strand Soldier both boost Barrow-Dyad's Strand damage directly, while Conductive Cosmic Needle adds cross-element punch so the gun's seekers and your abilities stack damage on the same targets. The cleanest match for a Strand-primary Pinnacle Ops loadout.

Alternative: Tablet of Ruin — Vile Weave and To Shreds deepen the Sever / Unravel loop, leaning harder into Strand's debuff-and-burst rhythm.

Reminder: artifact perks are disabled in Competitive and Trials but active in all PvE — so for a Pinnacle Ops run, slot freely. See the PvE Weapons page for the full loadout around Barrow-Dyad.
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The loadout

PvE Weapons

Where Barrow-Dyad fits in a Strand build, plus the legendary primaries and supports to pair with it.

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