Prophecy: Difference between revisions

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==Walkthrough==
==Walkthrough==
===Entrance===
===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 Echo]]es 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===
===Phalanx Echo===

Revision as of 20:23, June 26, 2020

Prev:

Pit of Heresy

Next:

TBA

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?"

Destinypedia doesn't currently have a walkthrough for this level; could you write one?

 
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

Wasteland

The Hexahedron

Deadsea

Kell Echo

Rewards

  • Nine Armor
  • Moonfang Armor

Trivia

  • Prophecy is the second Dungeon to feature the Taken.

List of Appearances

References