Prophecy: Difference between revisions

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|campaign=
|name= Prophecy
|name= Prophecy
|image= [[File:Prophecy5.jpg|340px]]
|image= [[File:Prophecy5.jpg|400px]]
|player= 1-3
|player= 1-3
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{{Article quote|Enter the realm of the Nine and ask the question: "What is the nature of the Darkness?"}}
{{Article quote|Enter the realm of the Nine and ask the question: "What is the nature of the Darkness?"}}
'''Prophecy''' is a [[Dungeon]] that was introduced with the [[Season of Arrivals]] and was released on the 9th of June 2020. It requires Guardians to enter a realm not bound to causality and fight through a ferocious horde of simulated [[Taken]] and defeat the [[Kell Echo]] that commands them in the hopes of seeking an audience with and an answer to the question of the intent and nature of the Darkness from the Nine.
'''Prophecy''' is a [[Dungeon]] that was introduced with the [[Season of Arrivals]] and was released on the 9th of June 2020. It requires Guardians to enter a realm not bound to causality and fight through a ferocious horde of simulated [[Taken]] and defeat the [[Kell Echo]] that commands them in the hopes of seeking an audience with and an answer to the question of the intent and nature of the Darkness from the Nine.
==Bosses==
*[[Phalanx Echo]]
*[[Kell Echo]]
==Unique Enemies==
*[[Knight Echo]]
*[[Centurion Echo]]


==Walkthrough==
==Walkthrough==
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After a final approach with the Taken Probe, the Guardian(s)' nemesis, the Kell Echo, reveals itself and begins to engage its assailants, along with it's two squads of [[Taken Psion]]s and two Knight Echoes. On all three sides of the room, a copy of the Kell Echo will stand in front of one of the paracausal founts. Like all other previous encounters, players should, once again, neutralize any frustrating add, position themselves out of harms way and kill a Knight Echo for their motes. After acquiring a total of 5 motes and dispersing the correct pillar of energy, the clone should attempt to escape to the center of the room, removing one threat from the room and giving the players a step closer to a damage phase. However, once the copy of the Kell Echo flees, a [[Devoured Ogre]] will spawn and begin to rapidly assail the Guardians, so it should be quickly disposed of before it proves to be too much of a threat. Once all three copies are forced to retreat and all adds are killed (it is recommended before moving on), players should meet in the center triangle in the room, where they should be pulled into the floor and brought to a strange tube before finally finding themselves within a massive fragmented hallway from where the Kell Echo should be seen directly ahead. Here, the Kell Echo brings new mechanics to the table: surrounding it is a protective field that prevents players from suffering the effects of Dark Entropy, which instantly kills a player once it stacks up to 10. The other feature of the Kell Echo is a modified Darkness Bolt ability that, instead of blinding players like it normally would, it teleports players a few platforms back from the carnage while exposing the Guardians to the Dark Entropy debuff, so it should be avoided at all costs. Death here severely mitigates the damage done to the boss, so the Guardians should always be on their toes, staying within the protective aura of the Kell Echo and avoiding its Shrapnel Launcher and it's [[Taken Hobgoblin]] sniper back-up. After a while, the Kell 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. 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 a neat reward and powerful gear once the Dungeon is finally complete.
After a final approach with the Taken Probe, the Guardian(s)' nemesis, the Kell Echo, reveals itself and begins to engage its assailants, along with it's two squads of [[Taken Psion]]s and two Knight Echoes. On all three sides of the room, a copy of the Kell Echo will stand in front of one of the paracausal founts. Like all other previous encounters, players should, once again, neutralize any frustrating add, position themselves out of harms way and kill a Knight Echo for their motes. After acquiring a total of 5 motes and dispersing the correct pillar of energy, the clone should attempt to escape to the center of the room, removing one threat from the room and giving the players a step closer to a damage phase. However, once the copy of the Kell Echo flees, a [[Devoured Ogre]] will spawn and begin to rapidly assail the Guardians, so it should be quickly disposed of before it proves to be too much of a threat. Once all three copies are forced to retreat and all adds are killed (it is recommended before moving on), players should meet in the center triangle in the room, where they should be pulled into the floor and brought to a strange tube before finally finding themselves within a massive fragmented hallway from where the Kell Echo should be seen directly ahead. Here, the Kell Echo brings new mechanics to the table: surrounding it is a protective field that prevents players from suffering the effects of Dark Entropy, which instantly kills a player once it stacks up to 10. The other feature of the Kell Echo is a modified Darkness Bolt ability that, instead of blinding players like it normally would, it teleports players a few platforms back from the carnage while exposing the Guardians to the Dark Entropy debuff, so it should be avoided at all costs. Death here severely mitigates the damage done to the boss, so the Guardians should always be on their toes, staying within the protective aura of the Kell Echo and avoiding its Shrapnel Launcher and it's [[Taken Hobgoblin]] sniper back-up. After a while, the Kell 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. 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 a neat reward and powerful gear once the Dungeon is finally complete.
==Bosses==
*[[Phalanx Echo]]
*[[Kell Echo]]
==Unique Enemies==
*[[Knight Echo]]
*[[Centurion Echo]]


==Rewards==
==Rewards==
*Nine Armor
*Nine Armor
*Moonfang Armor
*Moonfang Armor
==Trivia==
==Trivia==
*Prophecy is the second Dungeon to feature the Taken.
*Prophecy is the second Dungeon to feature the Taken.