Some Exotic quests in Destiny 2 politely ask you to complete a mission, grab a weapon, and go about your day. Darkness in the Light is not one of them. This quest looks you in the visor, points toward Gambit, the Dreaming City, Taken bosses, motes, invaders, and one very dramatic grave, then says, “Good luck, hero.” The reward, however, is worth the emotional wear and tear: Malfeasance, an Exotic Kinetic hand cannon built to punish Taken enemies, Gambit invaders, Champions, bosses, and anything else rude enough to survive five shots.
This Destiny 2 Darkness in the Light guide breaks down every major step of the Malfeasance hand cannon quest, from unlocking the quest to finishing the Gambit invasion requirement. We will also cover why Malfeasance remains relevant, how its perks work, what loadouts make the grind easier, and how to avoid turning “Business as Usual” into “Banking Motes While Questioning My Life Choices.”
What Is Malfeasance in Destiny 2?
Malfeasance is an Exotic 180 RPM Precision Frame hand cannon that sits in the Kinetic slot and uses Primary ammo. It originally arrived during the Forsaken era and has stayed surprisingly useful because its identity is simple: land repeated shots, stack tainted slugs, and make the target explode. Very subtle. Very polite. Very Drifter.
The weapon’s key Exotic traits are Explosive Shadow and Taken Predator. Explosive Shadow fires slugs that burrow into enemies; stacking enough of them causes an explosion that damages the target and nearby enemies. Taken Predator gives bonus damage against Taken enemies and Gambit invaders. That combination makes Malfeasance especially satisfying in Gambit, Dreaming City activities, Taken-heavy encounters, and PvE fights where a target survives long enough for the slug detonation to matter.
Why Players Still Chase Malfeasance
Malfeasance is not just a trophy for collectors. It has real utility. Its steady 180 RPM rhythm makes it forgiving, its explosive effect helps chew through sturdy enemies, and its anti-Unstoppable capability from Explosive Shadow gives it added value in higher-level PvE. With its catalyst, Malfeasance becomes even better by gaining extra range and Vorpal Weapon, which increases damage against bosses, vehicles, and Guardians in their Super. In other words, the gun gets angrier exactly when enemies get more annoying.
How to Start Darkness in the Light
To begin the Darkness in the Light quest, play Gambit and defeat a Primeval. Older guides may mention the Ascendant Primeval Servitor, a special boss that used to gate the quest. That information is outdated. The modern quest flow is much friendlier: the Malfeasance quest can now begin from a Primeval kill in Gambit. Once the quest starts, you will take the Seething Heart to the Drifter in the Tower.
If the quest does not appear immediately, check your Quest Archive and speak with the Drifter. Destiny 2 has changed many legacy Exotic quest pathways over the years, so it is always worth checking both places before assuming the game has personally decided to bully you. Sometimes it has. But sometimes the quest is simply hiding in a menu.
Step 1: The Seething Heart
The first major step is straightforward: bring the Seething Heart to the Drifter. He is located in the Tower Annex, standing near his usual collection of suspicious machinery, questionable snacks, and emotionally complicated dialogue. This step is mostly narrative setup, but it begins the chain that leads to Malfeasance.
Once you talk to the Drifter, the quest points you toward the Dreaming City. That means it is time to leave Gambit for a moment and go bother the Taken on their own turf. Do not worry; Gambit will be waiting for you later. Gambit is always waiting.
Step 2: City of Secrets
The City of Secrets step asks you to defeat Taken bosses or minibosses in the Dreaming City. You need 25 total Taken boss or miniboss defeats. This sounds slow at first, but it becomes manageable if you farm the right activities.
Best Places to Farm Taken Bosses and Minibosses
The easiest options are Dreaming City Lost Sectors and the Blind Well. Aphelion’s Rest and Chamber of Starlight are popular because they are quick, repeatable, and full of Taken enemies. The Blind Well can also produce steady Taken targets, especially when higher-tier runs are active. If you enjoy dungeon content, the Shattered Throne has plenty of Taken enemies as well, although it is not always the fastest route for this specific objective.
For efficiency, use a loadout that clears groups quickly and burns yellow-bar enemies without drama. Machine guns, fusion rifles, grenade launchers, and strong subclass abilities are all useful. The goal is not to win a fashion contest, although your Guardian should absolutely look fabulous. The goal is to delete Taken minibosses and move on.
Step 3: Complete the Special Version of The Corrupted
After City of Secrets, the quest sends you into a special mission version of The Corrupted. This is not the standard playlist strike. It is a unique quest version tied to Malfeasance, and it eventually leads you toward Callum Sol’s grave. The mission is atmospheric, strange, and more difficult than many players expect when they first launch it.
Tips for Beating The Corrupted Mission
Bring a balanced fireteam if possible. The mission can be soloed, but it is much more comfortable with allies. Long-range weapons help in several areas because the Taken love standing far away while pelting you with projectiles, as if they are auditioning for the role of “most irritating space ghost.” A good scout rifle, pulse rifle, bow, or sniper can make dangerous sections safer.
Also bring something that can burst down tougher enemies. A rocket launcher, linear fusion rifle, heavy grenade launcher, or high-damage Super can help you avoid long fights where the room slowly fills with Taken nonsense. Clear adds first, manage cover, and do not rush into the open unless you enjoy being folded like laundry.
Step 4: Return to the Drifter
After completing the special Corrupted mission, return to the Drifter. He will continue the quest and send you back into Gambit. This is where the Darkness in the Light quest becomes less about exploration and more about proving you can survive the wild ecosystem of blockers, invaders, blueberries, and teammates who pick up 15 motes, sprint directly into danger, and become a cautionary tale.
Step 5: Business as Usual
Business as Usual requires two Gambit objectives: deposit Motes of Dark and win Gambit matches. The current widely listed objective is 400 motes deposited and 10 Gambit wins. The nasty part is that dropping motes can subtract progress, often at double the value. In plain English: if you die while carrying a big stack, the quest does not shrug. It takes notes.
How to Deposit Motes Without Losing Your Mind
The safest strategy is to bank small and often. Do not hold 15 motes just because the large blocker looks tempting. Large blockers are fun, yes, but progress is better. Bank at 5, 7, or 10 if the path is safe. If an invader arrives, stop playing hero with a backpack full of motes. Hide, regroup, or help kill the invader from cover. Your quest progress will thank you.
Use builds that clear enemies fast and keep you alive. Solar restoration, Void invisibility, Strand suspend, Stasis crowd control, and Arc speed can all help. Weapons with strong add-clear perks are excellent here. Your job is to gather motes, bank motes, kill blockers, and win. It is not glamorous, but neither is getting vaporized with 14 motes because you wanted one more shiny triangle.
Winning Gambit Matches Faster
To win more Gambit matches, play the objective aggressively but intelligently. Clear waves quickly, bank before the enemy team can drain you, and melt Primeval Envoys as soon as they spawn. During the Primeval phase, save heavy ammo and Supers for damage windows. A coordinated team can end matches quickly, while an uncoordinated team can turn Gambit into a 12-minute group therapy session.
Step 6: Lights Out
Lights Out is the step that makes many Guardians stare quietly at the screen. You need to defeat 25 opposing Guardians in Gambit, and you must also complete one of two invasion-based objectives: defeat four opposing Guardians in a single invasion yourself, or have an allied invader defeat four opposing Guardians in a single invasion three times.
The good news is that the 25 Guardian defeats can come from invading or killing enemy invaders. The four-kill invasion requirement is more specific. If you are confident as an invader, you can complete it yourself with one perfect team wipe. If invading makes your hands sweat like you are defusing a bomb in a movie, let a strong teammate handle it three times.
Best Invader Tips for Malfeasance
Use weapons that secure kills quickly from range. Tracking rockets, strong machine guns, linear fusion rifles, sniper rifles, and high-impact Supers can all work. The best choice depends on your comfort level. A weapon you can actually use is better than a “meta” weapon you fire into a wall while panicking.
When you invade, do not immediately sprint into the middle of the map shouting spiritually. Use your wallhack information, check where enemies are grouped, and pick off isolated targets first. If the opposing team is damaging the Primeval, they may be distracted. That is your moment. Be rude. Be efficient. The Drifter would approve.
Step 7: Claim Malfeasance
Once Lights Out is complete, return to the Drifter and claim Malfeasance. Congratulations: you have survived Taken farming, a special mission, Gambit wins, mote banking, and invasion pressure. You are now the owner of one of Destiny 2’s most distinctive Exotic hand cannons. Please celebrate responsibly by immediately shooting something Taken until it explodes.
Malfeasance Perks and Catalyst Explained
Malfeasance shines because its perks reward consistency. Explosive Shadow stacks slugs on a target until they detonate. This is excellent against beefier enemies because the explosion becomes part of your damage rhythm. Against minor enemies, targets may die before the full effect triggers, but that is not exactly a tragedy. Dead is dead.
Taken Predator gives the weapon bonus damage against Taken enemies and Gambit invaders. That makes Malfeasance thematically perfect for the quest that earns it. It also gives the gun a strong niche in Taken-heavy activities, where it feels less like a hand cannon and more like a grudge with a trigger.
Is the Malfeasance Catalyst Worth It?
Yes. The catalyst adds range and Vorpal Weapon, improving Malfeasance against bosses, vehicles, and Guardians using Supers. This makes the gun much more appealing in PvE and gives it extra bite in PvP situations where enemies think their Super makes them untouchable. Spoiler: it does not.
Hunters using Lucky Pants can get especially spicy results with Malfeasance. The weapon’s steady fire rate and repeated damage ticks pair well with damage-boosting rotations, letting it contribute meaningful burst damage before swapping back to heavy weapons or abilities. It is not the only way to use Malfeasance, but it is one of the most popular for a reason.
Best Loadout Ideas for Darkness in the Light
For the Dreaming City step, prioritize Taken-clearing tools. For the Corrupted mission, bring survivability and range. For Gambit, bring one add-clear weapon, one blocker-killing weapon, and one invader or Primeval damage option. A flexible setup might include an auto rifle or hand cannon for general enemies, a fusion rifle or shotgun for blockers, and a rocket launcher or machine gun for invaders and Primeval damage.
Subclass choice matters less than comfort, but survivability is king. Void Hunters can use invisibility to bank safely. Solar Titans and Warlocks can lean into healing and restoration. Strand builds can suspend dangerous enemies. Arc builds can move quickly between waves. The best build is the one that keeps you alive while carrying motes, because dead Guardians do not deposit anything except disappointment.
Common Mistakes to Avoid
The first mistake is following outdated quest-start advice. You do not need to wait for the old Ascendant Primeval Servitor rotation. The quest has been updated, so focus on Gambit Primeval kills and checking with the Drifter or Quest Archive.
The second mistake is hoarding motes during Business as Usual. If you are working on quest progress, bank often. A small blocker today is better than a large blocker that never arrives because you got sniped by an invader named something like “xX_DredgenDad_Xx.”
The third mistake is trying to force the invasion step with a bad loadout. If you need the four-kill invade, equip for it. Bring heavy ammo, use a Super that can secure multiple kills, and invade when the enemy team is distracted. Timing matters as much as aim.
Is Malfeasance Good in PvE and PvP?
In PvE, Malfeasance is genuinely useful. It performs well against Taken, works nicely against Champions due to its explosive slug behavior, and becomes stronger with the catalyst. It is especially attractive for players who like hand cannons but want something with more utility than a standard Legendary primary.
In PvP, Malfeasance is more niche but still dangerous. Its 180 RPM frame is stable and forgiving, and the slug detonation can secure kills at ranges where other hand cannons may struggle. It is not always the flashiest Crucible pick, but it punishes players who underestimate it. In Gambit, of course, it feels right at home. Nothing says “Drifter-approved” like using a Gambit Exotic to remove a Gambit invader from existence.
Personal Experience: What the Malfeasance Grind Feels Like
The Darkness in the Light quest is memorable because it feels like a tour through several different Destiny 2 moods. At first, it is mysterious. You get the Seething Heart, talk to the Drifter, and feel like you are being pulled into one of his shady side projects. Then the Dreaming City step arrives and the quest becomes a checklist: find Taken bosses, defeat them, repeat until the counter finally stops judging you.
The special Corrupted mission is where the quest starts to feel more cinematic. It is not just another strike from the playlist. The path to Callum Sol’s grave gives the whole thing a darker tone, and it reminds you that Malfeasance is not a shiny Vanguard-approved toy. It is a weapon with baggage. If Ace of Spades is a legend, Malfeasance is a warning label.
Then Gambit returns, and suddenly the quest becomes practical, messy, and hilarious in the way only Gambit can be. One match, your team moves like a professional unit: waves melt, blockers vanish, invaders get deleted, and the Primeval collapses before the other team finishes blinking. The next match, three teammates chase the same mote while a blocker drains the bank and an invader casually removes everyone from the scoreboard. Gambit is not a mode; it is a personality test with Taken enemies.
The mote step teaches patience better than any tutorial. At first, it is tempting to chase big deposits. Fifteen motes feels heroic. It feels powerful. It feels like destiny. Then an invader arrives with heavy ammo and turns your heroic plan into negative progress. After that, you learn the sacred rule: bank early, bank often, and never trust a quiet battlefield. If the map seems calm, that usually means something horrible is already aiming at you.
The Lights Out step is the real emotional boss fight. Getting 25 Guardian kills is manageable over time, but the team-wipe requirement can feel intimidating. The first few invasions may be awkward. Maybe you spawn on the wrong side. Maybe the enemy team hides perfectly. Maybe you activate your Super and immediately learn that rocks, walls, and panic are all powerful counters. But eventually the rhythm clicks. You learn to invade when enemies are carrying motes or burning the Primeval. You learn to use cover instead of charging in like a glowing lunchbox. You learn that one patient shot is better than five dramatic misses.
When Malfeasance finally lands in your inventory, the reward feels earned. Not because the quest is impossible, but because it asks you to engage with Destiny 2’s weirdest blend of PvE and PvP. The gun also feels like a souvenir from that journey. Its explosions echo the Taken fights. Its Gambit bonuses echo the invasion grind. Its Drifter flavor text fits the whole shady adventure. It is not just another Exotic pulled from a kiosk and forgotten. It is a hand cannon with a story, a little menace, and the unmistakable energy of a weapon that knows exactly how many motes you dropped along the way.
Conclusion
The Destiny 2 Darkness in the Light guide is really a guide to patience, smart banking, and controlled chaos. To get the Malfeasance hand cannon, you need to start the quest through Gambit, help the Drifter, defeat Taken bosses in the Dreaming City, complete the special Corrupted mission, win Gambit matches, deposit motes, and survive the infamous Lights Out invasion objective.
It is a grind, but it is a good grind because the reward still matters. Malfeasance is stylish, useful, and satisfyingly explosive. With its catalyst, it becomes even better for PvE damage and Champion utility. Whether you are a Gambit regular, a hand cannon collector, or a Guardian who simply wants a weapon that makes Taken enemies regret existing, Malfeasance deserves a place in your arsenal.

