Prophecy

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Prophecy

Game:

Season of Arrivals

Player(s):

1-3

Recommended Power Level:

1040+

Location:

IX Realms, Unknown Space

Objective(s):

Venture into the Nine's Realm, conquer their challenge and seek an answer to the question: "what is the Darkness?"

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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.

Bosses

Unique Enemies

Walkthrough

Entrance

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 also prominent throughout the Dungeon and must be dispersed in order to progress. To do so, players must gather motes from Knight Echoes scattered across the tunnels. However, 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 5, 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 these paracausal motes to their respective founts (light motes to light and dark motes to dark) and then players should 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 the paracausal 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 with said motes.

After disposing of the two pairs of founts 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 2 pairs of founts and a Taken probe in the center. Here, the Phalanx Echo encounter begins once the probe is approached.

Phalanx Echo

After approaching the probe, the Phalanx Echo will spawn along with its reinforcements: two squads of Taken Psions and a pair of Knight Echoes. Like other Taken Phalanxes, 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. So, 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 50 whole seconds. During this, however, the Echo will spawn a pair of Ravenous Taken Goblins to protect it during this, so they should also be eliminated when given the chance. The encounter ends once the Echo is destroyed, thus 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

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 Blights and destroy them. Although reasonably straightforward for a transition encounter, players should also keep their eyes out for patrolling Ultra Taken Minotaurs 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. After dispersing one of the clusters of Blight, a Taken probe will appear and dash towards the next cluster. After following the probe and destroying the trio of Blights and the squads protecting them, the players should see a pop-up text saying "The Way is Open", telling the players that the next encounter is now accessible. After following the probe one last time, players should find themselves in a narrow violet pathway before finally finding themselves trapped in a strange structure and the next encounter, the Hexahedron.

The Hexahedron

Deadsea

Kell Echo

Rewards

  • Nine Armor
  • Moonfang Armor

Trivia

  • Prophecy is the second Dungeon to feature the Taken.
  • Prophecy is the first Dungeon to allow players to use their Sparrows.

List of Appearances

References