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This encounter is the easiest encounter due to the lack of a [[Darkness Zone]], though the respawn timer is extremely long, so be sure to revive your teammates quickly. This encounter introduces the players to the central mechanic throughout the dungeon: '''Light Motes''' and '''Dark Motes'''. Players will begin to see a white pillar and a black pillar. These pillars are prominent throughout the dungeon.
This encounter is the easiest encounter due to the lack of a [[Darkness Zone]], though the respawn timer is extremely long, so be sure to revive your teammates quickly. This encounter introduces the players to the central mechanic throughout the dungeon: '''Light Motes''' and '''Dark Motes'''. Players will begin to see a white pillar and a black pillar. These pillars are prominent throughout the dungeon.


To get the different types of motes, players must kill a [[Taken Knight]] called [[Knight Echo]] within a specific area. Killing the Knight Echo while standing in the light will cause them to drop '''Light Motes'''. Killing the Knight Echo while standing in the shadow will cause them to drop '''Dark Motes'''. Collecting a different type of mote will cause the opposing mote to be replaced with the ones you just picked up. The motes you pick up will last for 30 seconds. After collecting exactly 5 motes of a specific type, the camera will switch to a third-person perspective and have the player carry a massive mote in their hands, losing the ability to use their weapons in the process. The players should take the specific mote they possess to their matching pillar (Light motes to the white pillar and Dark motes to the black pillar) within 30 seconds before it disappears and then press their "shoot" key to trigger a blast that will disperse the pillar. Once both pillars 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 the light or the shadow to kill the Knight Echoes, pick up their motes, and disperse the pillars.
In order to get the different types of motes, players must kill a [[Taken Knight]] called [[Knight Echo]] within a specific area. Killing the Knight Echo while standing in the light will cause them to drop '''Light Motes'''. Killing the Knight Echo while standing in the shadow will cause them to drop '''Dark Motes'''. Collecting a different type of mote will cause the opposing mote to be replaced with the ones you just picked up. The motes you pick up will last for 30 seconds. After collecting exactly 5 motes of a specific type, the camera will switch to a third person perspective and have the player carry a massive mote in their hands, losing the ability to use their weapons in the process. The players should take the specific mote they possess to their matching pillar (Light motes to the white pillar and Dark motes to the black pillar) within 30 seconds before it disappears and then press their "shoot" key to trigger a blast that will disperse the pillar. Once both pillars 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 the light or the shadow to kill the Knight Echoes, pick up their motes, and disperse the pillars.


After disposing of the two pairs of pillars in the tunnels, the players should then find themselves an exit, as well as their temporary nemesis throughout the dungeon, the [[Kell Echo]]. After pursuing the spectral visage of the Fallen Kell through the shattered ruins of the realm's tunnels, the Echo will vanish, leaving players on a half-spherical platform with two pairs of pillars and a Taken probe in the center. Here, the Phalanx Echo encounter begins once the probe is approached.
After disposing of the two pairs of pillars in the tunnels, the players should then find themselves an exit, as well as their temporary nemesis throughout the dungeon, the [[Kell Echo]]. After pursuing the spectral visage of the Fallen Kell through the shattered ruins of the realm's tunnels, the Echo will vanish, leaving players on a half-spherical platform with two pairs of pillars and a Taken probe in the center. Here, the Phalanx Echo encounter begins once the probe is approached.


===Phalanx Echo===
===Phalanx Echo===
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 Taken Phalanx bosses, however, it can't cast the tether orb). Another thing to note is the immunity shield protecting it; players must dispose of it 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 and Dark motes. and their pillars. Players should eliminate any troublesome Taken Psions, evade the Phalanx Echo, position themselves in the light or the shadow, and kill the Knight Echoes to secure their motes to disperse a pillar. Keep in mind that the positions of the shadow and the light will change after a pillar is dispersed. Once all two pairs of pillars are dispersed, players should be free to damage the Phalanx Echo itself for 50 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. After the 50 seconds are over, the Phalanx Echo's shield will return. Rinse and repeat as many times as needed until the Echo dies.
Like the previous encounter, this one pivots on the use of Light and Dark motes. and their pillars. Players should eliminate any troublesome Taken Psions, evade the Phalanx Echo, and position themselves in the light or the shadow, and kill the Knight Echoes to secure their motes in order to disperse a pillar. Keep in mind that the positions of the shadow and the light will change after a pillar is dispersed. Once all 2 pairs of pillars are dispersed, players should be free to damage the Phalanx Echo itself for 50 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. After the 50 seconds are over, the Phalanx Echo's shield will return. Rinse and repeat as many times as needed until the Echo dies.


The encounter ends once the Echo is destroyed, opening the way to the next encounter and providing the players with their respective loot before moving on. After meeting up in the center triangle glowing pink, 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 triangle glowing pink, the players will then "sink" into the next encounter, where they will be dropped into the Wasteland.


===Wasteland===
===Wasteland===
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After approaching the probe, the encounter should begin, revealing a pop-up text saying "The Realm responds to your Actions", spawning a pillar 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 pillars and the Knights' motes. To progress, players should look around the room and scan for the probe. The probe indicates the spot players should disperse their mote perpendicular to that specific circle the probe is floating on.  
After approaching the probe, the encounter should begin, revealing a pop-up text saying "The Realm responds to your Actions", spawning a pillar 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 pillars and the Knights' motes. To progress, players should look around the room and scan for the probe. The probe indicates the spot players should disperse their mote perpendicular to that specific circle the probe is floating on.  


After gathering enough Motes, the players must disperse a pillar on the wall the probe is floating on; if the probe is floating in the ceiling, they can disperse the mote on any pillar, but they must use that same side to reach that probe. The center of the room will glow once a pillar has been dispersed. 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 pillar. Players must search for the probe and pursue it again.  
After gathering enough Motes, the players must disperse a pillar on the wall the probe is floating on; if the probe is floating in the ceiling, they can disperse the mote on any pillar, but they must use that same side to reach that probe. The center of the room will glow once a pillar has been dispersed. 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 pillar. Players must search for the probe and pursue it again.  


After pursuing the probe at least 6 times, the Guardians will find themselves in the portion of the wall with four platforms at each corner of the room, from which two [[Centurion Echo]]es will emerge. After both Centurion Echoes are killed, the encounter will end, revealing the exit and providing the players their rewards.
After pursuing the probe at least 6 times, 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 Echo]]es will emerge. After the both Centurion Echoes are killed, the encounter will end, revealing the exit and providing the players their rewards.


After exiting the Hexahedron, the Guardians will then find themselves in the Wasteland, once again, face-to-face with the Kell Echo, who will begin to retreat to the next area, a gateway housing a portal to an expansive void harboring numerous octahedrons, with a road leading to a larger one decorated with felt. Here is the Singularity, a massive expanse and race to the Kell Echo, as well as the next encounter.
After exiting the Hexahedron, the Guardians will then find themselves in the Wasteland, once again, face-to-face with the Kell Echo, who will begin to retreat to the next area, a gateway housing a portal to an expansive void harboring numerous octahedrons, with a road leading to a larger one decorated with felt. Here is the Singularity, a massive expanse and race to the Kell Echo, as well as the next encounter.
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The most straightforward encounter in the dungeon (perhaps quite literally), the Singularity 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 Singularity encounter has Guardians racing down a fabric-like road to the massive octahedron structure at the end.  


However, due to the presence and abundance of [[Taken Vandal]]s and [[Ravenous Taken Knight]]s, the Singularity can be a bit of a challenge for those who aren't utilizing fast Sparrows or Skimmers and aren't utilizing their strafe ability frequently. Also present on this "racetrack" are a few hazards, such as crossing (which shouldn't be a problem) and twisting roads, which will throw off players if they aren't vigilant enough or can't find another platform in time. Nevertheless, players shouldn't find a problem in this encounter and finally reach the massive octahedron, where they should be pulled into it.  
However, due to the presence and abundance of [[Taken Vandal]]s and [[Ravenous Taken Knight]]s, the Singularity can be a bit of a challenge for those who aren't utilizing fast Sparrows or Skimmers and aren't utilizing their strafe ability frequently. Also present on this "racetrack" are a few hazards such as crossing (which shouldn't be a problem) and twisting roads, which will throw off players if they aren't vigilant enough or can't find another platform in time. Nevertheless, players shouldn't find a problem in this encounter and finally reach the massive octahedron, where they should be pulled into it.  


After disposing of the relatively easy squad of [[Taken Thrall]]s, the Guardians should find themselves within a tetrahedral room and, once again, facing a Taken Probe.
After disposing of the relatively easy squad of [[Taken Thrall]]s, the Guardians should find themselves within a tetrahedral room and, once again, facing a Taken Probe.
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Here, the Kell Echo brings two new mechanics to the table. One is a protective field surrounding the Echo that prevents players from suffering the effects of a debuff called '''Dark Entropy''', which instantly kills a player once it stacks up to 10. The other feature is a modified Darkness Bolt ability that, instead of blinding normally, teleports players a few platforms back from the carnage while exposing them to the '''Dark Entropy''' debuff, so it should be avoided at all costs. Death here severely mitigates the damage done to the boss, so Guardians should always be on their toes, staying within the protective aura of the Echo and avoiding its Shrapnel Launcher and its [[Taken Hobgoblin]] sniper back-up.  
Here, the Kell Echo brings two new mechanics to the table. One is a protective field surrounding the Echo that prevents players from suffering the effects of a debuff called '''Dark Entropy''', which instantly kills a player once it stacks up to 10. The other feature is a modified Darkness Bolt ability that, instead of blinding normally, teleports players a few platforms back from the carnage while exposing them to the '''Dark Entropy''' debuff, so it should be avoided at all costs. Death here severely mitigates the damage done to the boss, so Guardians should always be on their toes, staying within the protective aura of the Echo and avoiding its Shrapnel Launcher and its [[Taken Hobgoblin]] sniper back-up.  


After a while, the Echo will begin to retreat to a platform or two behind it before finally teleporting to the end platform, where it will briefly stay before finally retreating to the tetrahedral arena, thus ending the damage phase. If it isn’t killed within the damage phase, the orientation of the tetrahedral room will change similarly to the Hexahedron encounter. The encounter ends once the Kell Echo itself is neutralized, where players will then be brought before the [[Orin|Emissary]], be answered the nature of the Darkness, and rewarded once the final encounter is complete.
After a while, the Echo will begin to retreat to a platform or two behind it before finally teleporting to the end platform, where it will briefly stay before finally retreating to the tetrahedral arena, thus ending the damage phase. If it isn’t killed within the damage phase, the orientation of the tetrahedral room will change in the similar way to the Hexahedron encounter. The encounter ends once the Kell Echo itself is neutralized, where players will then be brought before the [[Orin|Emissary]], be given the answer on the nature of the Darkness, as well as rewards once the final encounter is complete.


==Transcript==
==Transcript==
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*'''Eris Morn''': "What?"
*'''Eris Morn''': "What?"


*'''Drifter''': "Seeing Mercury makes me think of the [[Cult of Osiris|cultist]]s who ran around chasing [[Osiris|Osiris's]] coattails. They used to run the [[Trials of Osiris|Trials]]. They used to mean something. Be somebodies. No one talks to Vance anymore. I mean, I do. I still don't have some of those guns."
*'''Drifter''': "Seeing Mercury makes me think of the [[Cult of Osiris|cultist]]s who ran around chasing [[Osiris|Osiris's]] coattails. They used to run the [[Trials of Osiris|Trial]]s. They used to mean something. Be somebodies. No one talks to Vance anymore. I mean, I do. I still don't have some of those guns."


*'''Eris Morn''': "I have no idea who you're talking about."
*'''Eris Morn''': "I have no idea who you're talking about."
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''Three iterations of the Kell Echo, a part of the Nine's answer to the Guardian's question, appear. The Guardian distributes motes of Light and Dark. The Guardian casts away the iterations of the Kell Echo. [[Devoured Ogre]]s appear. The Guardian defeats the Devoured Ogres and descends into another room with dark entropy. The Kell Echo appears. The Guardian battles the Kell Echo as dark entropy grows.''
''Three iterations of the Kell Echo, a part of the Nine's answer to the Guardian's question, appear. The Guardian distributes motes of Light and Dark. The Guardian casts away the iterations of the Kell Echo. [[Devoured Ogre]]s appear. The Guardian defeats the Devoured Ogres and descends into another room with dark entropy. The Kell Echo appears. The Guardian battles the Kell Echo as dark entropy grows.''


''If the Guardian does not defeat the Kell Echo before it flees the room with dark entropy, the Kell Echo flees the room. The Guardian sinks back into the arena. Three iterations of the Kell Echo appear. The Guardian distributes Motes of Light and Dark. The Guardian casts away the iterations of the Kell Echo. Devoured Ogre appears. The Guardian defeats Devoured Ogre and descends to another room filled with dark entropy. The Kell Echo appears.''
''If the Guardian does not defeat the Kell Echo before it flees the room with dark entropy the Kell Echo flees the room. The Guardian sinks back into the arena. Three iterations of the Kell Echo appears. The Guardian distributes Motes of Light and Dark. The Guardian casts away the iterations of the Kell Echo. Devoured Ogre appears. The Guardian defeats Devoured Ogre and descends to another room filled with dark entropy. The Kell Echo appears.''


''The Guardian defeats the Kell Echo and is teleported into a room with the Emissary of the Nine and nine floating lights.''
''The Guardian defeats the Kell Echo and is teleported into a room with the Emissary of the Nine and nine floating lights.''
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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]].
*Prior to Season of the Lost, the weapons found in Prophecy were reissues of Year 1 weapons. With Season of the Lost, however, these were replaced with re-issued versions of [[Trials of the Nine]] weapons.
*Prior to Season of the Lost, the weapons found in Prophecy were re-issues of Year 1 weapons. With Season of the Lost, however, these were replaced with re-issued versions of [[Trials of the Nine]] weapons.
*Prophecy is the only Dungeon that does not have an Exotic weapon tied to it.
*Prophecy is the only Dungeon to not have an activity related Exotic.


==List of appearances==
==List of appearances==
*''[[Destiny 2]]: [[Season of Arrivals]]'' {{1st}}
*''[[Destiny 2]]: [[Season of Arrivals]]'' {{1st}}
**''[[Episode: Heresy]]'' {{Nc}}
**''[[Episode: Heresy]]'' {{Nc}}
==References==
<references/>


[[Category:Dungeons]]
[[Category:Dungeons]]
[[Category:Unknown Space]]
[[Category:Unknown Space]]

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