Destiny 2’s dungeons offer the mechanical complexity of a raid in a much more manageable three-player environment. Unlike raids, determined and skilled players can attempt to solo these missions, requiring a degree of mastery that no other PvE activity demands, excluding solo Grandmaster Nightfalls.
Prophecy is one of Destiny 2’s three available dungeons. What many consider to be the hardest dungeon of the trio, Prophecy pits players against dozens of Taken enemies in claustrophobic arenas that offer little cover. With the right gear and knowledge, any Destiny player can conquer this difficult mission to claim some sweet loot. Here is a complete guide to Destiny 2’s Prophecy dungeon.
Tunnel Section
Tunnel Enemies
- Taken Knights
- Taken Thrall
After you exit the Drifter’s ship, you’ll find yourself in a rather long tunnel filled with Taken enemies. The end of the tunnel will have two pillars of energy, either made of Light or Dark. To proceed, you must obtain Light Motes or Dark Motes from slain Taken Knights to purge these pillars.
How Motes Work
If you already know how this mechanic works, skip to the “Tunnels Skip” section under this. Since this encounter gives no loot, it’s perfectly fine to skip this opening encounter.
The type of Motes they drop depends on the lighting around your character. Standing in shadow spawns Dark Motes, and standing in direct light spawns Light Motes. You can tell which Motes will spawn based on the animated vignette on your screen.
When you obtain five Motes of a given type, you’ll drop your current weapons to carry a charged Mote. You must run to a pillar corresponding to your color, then use your fire button to “purge” the pillar. If you grab a different Mote type before you reach x5 stacks, your previous Motes are removed, so be careful when grabbing Motes of different types. Using your class ability will also despawn your x5 Mote stack.
Repeat the pillar purging process a few more times to reach the end of the section. A Taken Captain, who you’ll face later in the dungeon, will guide you up a pile of rubble. Once atop the rubble, jump across the large gap to reach the central golden platform. Get ready to face your first boss, Phalanx Echo.
Tunnels Skip
When you enter the tunnels for the first time, jump atop the first golden sphere in your path. Turn left, then climb up the tube that leads to the surface. To make this easier, use Salvation’s Grip or Stasis Glacial Grenades to create platforms. Use Stasis crystals to climb to the surface. From there, jump towards the central arena as you would normally.
If you don’t own the Beyond Light expansion, you’ll have to rely on mobility Exotics and Swords for this skip. Be sure you have full Heavy ammo before doing this. Here’s what each class will need to do:
- Hunters: Equip ST0MP-EE5, any Sword (preferably Lament), and Triple Jump. Jump once off the platform, use your second jump to enter the tube, then swing your Sword until you reach the top. A third jump will get you to the surface.
- Warlocks: Equip top tree Dawnblade (Attunement of Sky) and a Sword. Glide to the tube, swing your Sword, then Icarus Dash to the top when your Sword stops giving you momentum.
- Titans: Any Sword and Lion Ramparts will easily get you to the top of the tube. Catapult or High Lift will get you to the surface once your Sword stops giving momentum.
Phalanx Echo
Phalanx Enemies
- Phalanx Echo Boss
- Taken Knights
- Taken Psions
Solo Flawless Note: If you’re attempting a flawless run by yourself, use a subclass with defensive properties to stay alive. Invisibility, damage resistance, and add clear are paramount here. Warmind Cells, Rat King, Anarchy, and Witherhoard are all fantastic in this encounter.
Three major threats will present themselves in this encounter: Taken Knights, dozens of Taken Psions, and Destiny’s physics engine. The arena in this encounter is tiny, giving you virtually no cover to play around. Worse, the boss will frequently fire energy blasts from its shield, launching you into the abyss.
To remove the Phalanx Echo’s immunity shield, you’ll need to cleanse four pillars of light floating above the arena, similar to what you did in the previous encounter. Every time you purge a pillar, the arena’s lighting will change. A pair of Knights will spawn alongside waves of Taken Psions during this phase. Clear out the Psions first—utilizing Warmind Cells or guns like Riskrunner—before you focus on the Knights. No enemies will respawn until you either kill the Knight pair or cleanse a pillar. Because of this, consider killing all but one Knight before you start cleansing.
When all four pillars are purged, you’ll have around a minute to damage the boss. Be careful, however, as this phase will spawn Taken Goblins that make the boss immune to all damage. Take out these Goblins ASAP. Swords, Anarchy, and Rocket Launchers will annihilate the Echo’s health bar. He doesn’t have much health, so groups should easily be able to one-phase this boss. If the boss doesn’t die after a minute, you’ll have to cleanse four additional pillars before he becomes vulnerable again.
For solo players, you can also one-phase Phalanx Echo if you rock a Sword and any damage buff. Lucent Blade, Well of Radiance, and Ward of Dawn should give you enough damage to kill the boss in one go. If that’s too risky, you should be able to defeat this boss in two phases with little issue.
Wasteland
Wasteland Enemies
- Taken Minotaurs
- Taken Hobgoblins
- Taken Centurions
- Taken Thrall
Hop on your Sparrow and look for any Taken Blights in the area. Be careful of the Taken Minotaurs that patrol the dunes, as these enemies can easily destroy your Sparrow in a few shots. When you find the Taken Blights, you’ll need to destroy them. A single Anarchy bolt is enough to destroy a Blight. Destroy all three Blights, then run towards the floating Toland orb floating nearby. Do this two more times to reveal the exit, which is located in the massive cube structure to the right of where you spawn from. Run through the narrow corridor to reach the Hexahedron encounter.
Hidden Chest #1
You can find this chest in the northern section of the wasteland, straight ahead of where you spawn from. When you approach the northern cube structure, turn around and head slightly right. Keep an eye out for a structure with yellow sand in front of it. Run up the sand slope to find a hidden chest inside the building.
Hexahedron
Hexahedron Enemies
- Two Taken Centurion Bosses
- Taken Knights
- Taken Hobgoblins
- Taken Acolytes
Solo Flawless Note: If you have the mods, use Warmind Cells for this section. Defensive subclasses (Way of the Pathfinder, Code of the Defender, etc.) are fantastic here. Xenophage is a must.
Hexahedron is an endurance encounter, pitting you against an onslaught of enemies that will flank you from every direction. You will need to progress by cleansing specific pillars of energy, rotating the room in the direction you cleansed. When you’ve cleansed enough pillars correctly, you’ll face a pair of Centurion bosses that are complete pushovers. A few Xenophage shots will make short work of them.
When you start the encounter, immediately look up at the walls of the room. One of the pillars will have a Toland orb floating above it on the respective wall. You need to cleanse the pillar that has a Toland orb. If a Toland orb is on the northern wall, cleanse the north pillar, et cetera. Rarely, you’ll enter a room that doesn’t have a Toland orb floating on a wall. In these instances, you can cleanse whichever pillar is most convenient. However, should you wish to get this done faster, cleanse the pillar facing the blank side of the Hexahedron. This will skip a room.
As for clearing out each room, focus on killing the Taken Hobgoblins first. Two will always spawn above you at different sides of the room. Kill them immediately, then direct your attention to the Taken Acolytes. If left unchecked, these Acolytes will spawn dozens of Eye turrets. Once again, Warmind Cells are fantastic for clearing them out. Kill the Knights, cleanse the plates, then repeat until you reach the final boss duo. Defeating the duo will end the encounter.
When the bosses are dead, head to the wasteland. Follow the Kell Echo Captain to reach the next encounter.
Rainbow Road
Rainbow Road Enemies
- Taken Knights
- Taken Vandals
- Taken Hobgoblins
There’s not much to explain here. Follow the linear path until you reach the massive diamond at the end of the path. Taken Vandals and Knights will dot the path to give you trouble. A 160 speed Sparrow should have little issue avoiding these enemies. If you’re attempting a flawless run, take this part slow. Whenever the road seems to end, look out for floating platforms you can jump onto.
Hidden Chest #2
You can find this chest in the final floating diamond structure to the left of the gravity lift. To reach the structure, hop onto the road after you complete the first platforming section. When you enter the diamond, hop off your Sparrow. Run to the bottom right corner of the room to find a hole. Drop down the hole, then follow the path to reach the chest.
Kell Echo
Kell Echo Enemies
- Kell Echo
- Taken Knights
- Taken Psions
- Taken Hobgoblins
- Taken Ogres
Solo Flawless Note: Anarchy or Witherhoard will kill the boss in three phases at most. Consider using them to make the DPS phase easier. Otherwise, bring a loadout that can clear out waves of enemies quickly. Warmind Cells are, once again, a great choice.
Upon starting the encounter, waves of Taken Psions and Knights will begin to flood the arena, similar to the first encounter. Unlike Phalanx Echo, Kell Echo will have three clones of itself shooting you from each corner of the arena. This makes finding cover a living nightmare. Bring a defensive subclass before you tackle this one.
Just like previous encounters, you’ll need to obtain Motes to cleanse pillars in the arena. In this case, three corners must be cleansed. Using a Mote to purge a side of the room will force the Kell Echo clone to despawn, spawning a Taken Ogre in its stead after a few seconds. Kill the Ogre immediately to prevent a swift death. Cleanse all three plates, then hop down the teleporter in the center of the arena to fight Kell Echo.
Kell Echo is a modified Taken Captain with a massive health bar. Instead of firing Taken Blights, she’ll launch a portal that will teleport you to the start of the arena if it makes contact. Whatever you do, do not let this portal hit you. The blinding effect and teleport itself can cause you to run off the map. Surviving that, you’ll gain stacks of Dark Entropy for every two seconds you aren’t near Kell Echo. Reaching x10 Dark Entropy stacks will instantly kill you. You’ll lose stacks if you stand near the boss. She’ll project a ring around herself that denotes how close you need to be (it’s fairly generous).
Besides those mechanics, Kell Echo will pelt at you with a standard rifle. She will teleport every 15 seconds or so to a new location, doing so five times before she reaches her final location. Every time she teleports, two Hobgoblins will spawn in the arena. Kill the Hobgoblins first before dealing with the boss.
This entire section is your DPS phase. Use Anarchy, Witherhoard, Heavy weapons, whatever you have to nuke her health bar. Your longest windows for damage are when you enter the room and when Kell Echo reaches the end of the room. The DPS phase will end after she’s reached the end of the room and stood there for 15 seconds. Repeat the pillar cleansing and DPS phases until the boss is dead.
Next: Destiny 2: Beyond Light Complete Guide And Walkthrough
- Guides
- Destiny 2
- Destiny 2: Beyond Light
Charles Burgar is an expert on all things tech and gaming. Graduating from Pikes Peak Community College in 2018 with an Associate of Science, Charles has spent his time dissecting popular video games, movies, and technology. With an understanding of games for as long as he can remember, Charles has a large interest in understanding what makes things fun. He is currently a Freelance writer for TheGamer and Game Rant.
Source: Read Full Article