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|lineBG=#de78ba | |lineBG=#de78ba | ||
|prev= [[Pit of Heresy]] | |prev= [[Pit of Heresy]] | ||
|next= | |next= ''TBA'' | ||
|game= [[Season of Arrivals]] | |game= [[Season of Arrivals]] | ||
|campaign= | |campaign= | ||
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|image= [[File:Prophecy5.jpg|300px]] | |image= [[File:Prophecy5.jpg|300px]] | ||
|player= 1-3 | |player= 1-3 | ||
|light= | |light= 1040+ | ||
|place= [[IX Realms]], [[Unknown Space]] | |place= [[IX Realms]], [[Unknown Space]] | ||
|objective= Defeat the [[Kell Echo]]<br>Discover the nature of the [[Darkness]] | |objective= Defeat the [[Kell Echo]]<br>Discover the nature of the [[Darkness]] | ||
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==Walkthrough== | ==Walkthrough== | ||
===Entrance=== | ===Entrance=== | ||
[[file:Prophecy4.jpg|thumb|300px|Heaven/Hell]] | [[file:Prophecy4.jpg|thumb|right|300px|Heaven/Hell]] | ||
This encounter is the easiest encounter due to the lack of a [[Darkness Zone]], | This encounter is the easiest encounter due to the lack of a [[Darkness Zone]]. That being said, this encounter introduces the players to the recurring gameplay mechanic throughout the Dungeon. After entering the fragment of the Nine's realm, players will see two founts at the end of the tunnel (one of Light and one of Darkness). These founts are prominent throughout the Dungeon and must be dispersed in order to progress. To do so, players must gather motes from [[Knight Echo]]es scattered across the tunnels and bring them to each fount. | ||
In order to get the different types of motes, players should situate themselves in the appropriate areas in order to get the same class of motes (stand in areas that are bright and kill the Knight Echoes for Light Motes and stand in areas that are dark and kill the Knights for Dark Motes). Note that collecting a different class of mote will replace the motes the player has with the new class of them. After collecting a total of five motes, players will lose their ability to shoot and can be seen carrying a massive version of the mote they were originally carrying. The players should take them to their respective founts (Light motes to light and Dark motes to dark) and then activate their "fire" button to trigger a blast that will disperse the fount. Once the two founts are dispersed, the door will open, revealing another set of pillars and another locked door, where players must repeat the process of positioning themselves in light or dark areas to kill the Knight Echoes, pick up their motes, and disperse the founts. | In order to get the different types of motes, players should situate themselves in the appropriate areas in order to get the same class of motes (stand in areas that are bright and kill the Knight Echoes for Light Motes and stand in areas that are dark and kill the Knights for Dark Motes). Note that collecting a different class of mote will replace the motes the player has with the new class of them. After collecting a total of five motes, players will lose their ability to shoot and can be seen carrying a massive version of the mote they were originally carrying. The players should take them to their respective founts (Light motes to light and Dark motes to dark) and then activate their "fire" button to trigger a blast that will disperse the fount. Once the two founts are dispersed, the door will open, revealing another set of pillars and another locked door, where players must repeat the process of positioning themselves in light or dark areas to kill the Knight Echoes, pick up their motes, and disperse the founts. | ||
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After approaching the probe, the Phalanx Echo will spawn along with its reinforcements: two squads of [[Taken Psion]]s and a pair of Knight Echoes. Like other [[Taken Phalanx]]es, the Phalanx Echo will lay into its opponents with its Taken Slug Rifle while approaching them for a powerful blast from its shield (unlike other boss Taken Phalanxes, however, it doesn't have the ability to cast the tether orb). Another thing to note is the immunity shield protecting it; players must dispose of it in order to get to a damage phase on the unit itself. | After approaching the probe, the Phalanx Echo will spawn along with its reinforcements: two squads of [[Taken Psion]]s and a pair of Knight Echoes. Like other [[Taken Phalanx]]es, the Phalanx Echo will lay into its opponents with its Taken Slug Rifle while approaching them for a powerful blast from its shield (unlike other boss Taken Phalanxes, however, it doesn't have the ability to cast the tether orb). Another thing to note is the immunity shield protecting it; players must dispose of it in order to get to a damage phase on the unit itself. | ||
Like the previous encounter, this one pivots on the use of Light/Dark motes and their founts. Players should eliminate any troublesome Taken Psions, evade the Phalanx Echo, and position themselves in the required spots and kill the Knight Echoes and secure their Motes. Once all founts are dispersed, players should be free to damage the Phalanx Echo itself for fifty seconds. During this, the Echo will spawn a pair of [[Ravenous Taken Goblin]]s to protect it during this phase, so they should be eliminated quickly when given the chance | Like the previous encounter, this one pivots on the use of Light/Dark motes and their founts. Players should eliminate any troublesome Taken Psions, evade the Phalanx Echo, and position themselves in the required spots and kill the Knight Echoes and secure their Motes. Once all founts are dispersed, players should be free to damage the Phalanx Echo itself for fifty whole seconds. During this, the Echo will spawn a pair of [[Ravenous Taken Goblin]]s to protect it during this phase, so they should be eliminated quickly when given the chance. | ||
The encounter ends once the Echo is destroyed, opening the way to the next encounter, and providing the players their respective loot before moving on. After meeting up in the center the players will then "sink" into the next encounter, where they will be dropped into the Wasteland. | The encounter ends once the Echo is destroyed, opening the way to the next encounter, and providing the players their respective loot before moving on. After meeting up in the center the players will then "sink" into the next encounter, where they will be dropped into the Wasteland. | ||
===Wasteland=== | ===Wasteland=== | ||
[[File:Prophecy3.jpg|thumb|300px|The Wastelands]] | [[File:Prophecy3.jpg|thumb|right|300px|The Wastelands]] | ||
This transition encounter requires players to peruse a desolate wasteland dotted with fragments of worlds throughout the [[Solar System]] to search for a trio of [[Blight]]s and destroy them. Although reasonably straightforward for a transition encounter, players should also keep their eyes out for patrolling [[Ultra]] [[Taken Minotaur]]s who can easily smash a player's Sparrow and kill them. Regardless, this encounter is relatively easy with the abundance of cover with the dunes. | This transition encounter requires players to peruse a desolate wasteland dotted with fragments of worlds throughout the [[Solar System]] to search for a trio of [[Blight]]s and destroy them. Although reasonably straightforward for a transition encounter, players should also keep their eyes out for patrolling [[Ultra]] [[Taken Minotaur]]s who can easily smash a player's Sparrow and kill them. Regardless, this encounter is relatively easy with the abundance of cover with the dunes. | ||
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===The Hexahedron=== | ===The Hexahedron=== | ||
[[File:Prophecy2.jpg|thumb|300px|Hexhedron]] | [[File:Prophecy2.jpg|thumb|right|300px|Hexhedron]] | ||
After approaching the probe, the encounter should begin, revealing a pop-up text saying "The Realm responds to your Actions", spawning a fount on each side of the room, two squads of [[Taken Acolyte]]s, at least two [[Ravenous Taken Hobgoblin]]s, and two Knight Echoes. Like all previous encounters, this one pivots on the use of the founts and the Knights' motes. To progress, players should look around the walls of the room and scan for the probe. The probe indicates the spot players should rotate to next. | After approaching the probe, the encounter should begin, revealing a pop-up text saying "The Realm responds to your Actions", spawning a fount on each side of the room, two squads of [[Taken Acolyte]]s, at least two [[Ravenous Taken Hobgoblin]]s, and two Knight Echoes. Like all previous encounters, this one pivots on the use of the founts and the Knights' motes. To progress, players should look around the walls of the room and scan for the probe. The probe indicates the spot players should rotate to next. | ||
After gathering enough Motes, the players must disperse the | After gathering enough Motes, the players must disperse the fount and the center of the room will glow. After this, players are recommended to kill all units in the room and gather within the circle, where they will be lifted into the air and the cube in the middle of the structure should rotate them towards the direction of the dispersed fount. Players must search for the probe and pursue it again. Note that if the probe appears on the ceiling, players have to rotate the Hexahedron twice in order to reach it, so it is worth knowing there is no penalties apart from lost time for going the wrong direction. | ||
After pursuing the probe for long enough, the Guardians will find themselves in the portion of the wall with four platforms at each corner of the room, two from which two Centurion Echoes will emerge. After the pair of simulated Centurions are killed, the encounter will end, revealing the exit and providing the players their rewards. | After pursuing the probe for long enough, the Guardians will find themselves in the portion of the wall with four platforms at each corner of the room, two from which two Centurion Echoes will emerge. After the pair of simulated Centurions are killed, the encounter will end, revealing the exit and providing the players their rewards. | ||
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===Deadsea=== | ===Deadsea=== | ||
[[File:Prophecy1.jpg|thumb|300px|Deadsea]] | [[File:Prophecy1.jpg|thumb|right|300px|Deadsea]] | ||
The most straightforward encounter in the Dungeon (perhaps quite literally), the Deadsea encounter has Guardians racing down a fabric-like road to the massive octahedron structure at the end. | The most straightforward encounter in the Dungeon (perhaps quite literally), the Deadsea encounter has Guardians racing down a fabric-like road to the massive octahedron structure at the end. | ||
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===Kell Echo=== | ===Kell Echo=== | ||
[[File:KellEcho.jpg|thumb|300px|The [[Kell Echo]]]] | [[File:KellEcho.jpg|thumb|300px|right|The [[Kell Echo]]]] | ||
After a final approach with the Taken Probe, the Guardians' nemesis, the Kell Echo, reveals itself and begins to engage its assailants, along with two squads of [[Taken Psion]]s and two Knight Echoes. | After a final approach with the Taken Probe, the Guardians' nemesis, the Kell Echo, reveals itself and begins to engage its assailants, along with two squads of [[Taken Psion]]s and two Knight Echoes. | ||
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*[[Phalanx Echo]] | *[[Phalanx Echo]] | ||
*[[Kell Echo]] | *[[Kell Echo]] | ||
==Unique | ==Unique Enemies== | ||
*[[Knight Echo]] | *[[Knight Echo]] | ||
*[[Centurion Echo]] | *[[Centurion Echo]] | ||
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==Rewards== | ==Rewards== | ||
*Armor | *Armor | ||
**[[ | **[[Channeling Armor (CODA)]] | ||
**[[Crushing Armor (CODA)]] | **[[Crushing Armor (CODA)]] | ||
**[[ | **[[Flowing Armor (CODA)]] | ||
**[[Moonfang-X7 Armor (Hunter)]] | **[[Moonfang-X7 Armor (Hunter)]] | ||
**[[Moonfang-X7 Armor (Titan)]] | **[[Moonfang-X7 Armor (Titan)]] | ||
**[[Moonfang-X7 Armor (Warlock)]] | **[[Moonfang-X7 Armor (Warlock)]] | ||
*Weapons | *Weapons | ||
**[[IKELOS_HC_v1.0.2]] | |||
**[[IKELOS_SG_v1.0.2]] | |||
**[[Negative Space]] | |||
**[[Death Adder]] | |||
**[[Widow's Bite]] | |||
**[[Hoosegow]] | |||
**[[IKELOS_HC_v1.0.2]] | |||
**[[IKELOS_SG_v1.0.2]] | |||
**[[Negative Space | |||
**[[Death Adder]] | |||
**[[Widow's Bite]] | |||
**[[Hoosegow | |||
==Trivia== | ==Trivia== | ||
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*Prophecy is the first Dungeon to allow players to use their [[Sparrow]]s. | *Prophecy is the first Dungeon to allow players to use their [[Sparrow]]s. | ||
*Prophecy is the first Dungeon accessible to all players, including those who don't have [[Forsaken]], [[Shadowkeep]], or even the seasonal pass of the [[Season of Arrivals]]. | *Prophecy is the first Dungeon accessible to all players, including those who don't have [[Forsaken]], [[Shadowkeep]], or even the seasonal pass of the [[Season of Arrivals]]. | ||
==List of appearances== | ==List of appearances== | ||
*''[[Destiny 2]]: [[Season of Arrivals]]'' {{1st}} | *''[[Destiny 2]]: [[Season of Arrivals]]'' {{1st}} | ||
==References== | |||
[[Category:Dungeons]] | [[Category:Dungeons]] | ||
[[Category:Unknown Space]] | [[Category:Unknown Space]] |