During Bungie’s big reveal of the upcoming Fall expansion, they also dropped a bomb that set the community ablaze: a new dungeon is here and available to all. Prophecy is a new 3-man pinnacle activity set in the realm of The Nine, a mysterious group of ethereal beings with uncertain intentions for our race and our way of life. The dungeon is set at 1040 Power and goes up to 1060 Power by the end. If you haven’t already, make sure you gear up as high as possible before jumping in. This one’s a doozy!
The opening stage of the dungeon seems fairly unassuming. You land in a hallway made of pale sand and floating black orbs. Like wormholes into unknown parts of the universe, players can look into them and see unfamiliar stars and constellations. At the end of the corridor, two smokey pillars stand tall, one light and one dark. The theme of Light vs Dark is strong throughout Prophecy so remember what you learn in this encounter. Along the right side of the hall are tunnels that lead back into a second parallel dark hallway.
Moving forward requires a great deal of survivability, some speed, and excellent aim. The first thing you should notice is a slight glow on the border of your screen. As you move into the light, it turns white. Conversely, as you move into the shade, it turns black. Residing in the dark hallway to the right are four elite Taken Knights. When killed, these knights drop motes (Gambit? Is that you?) that are light or dark depending on where you are standing when the knight dies.
Each knight drops three motes on death. Guardians need five motes in order to activate their pillar of choice. Once you pick up motes of light or dark, you’ll see a timer appear. Picking up more motes will reset that timer allowing you plenty of time to carry them to the proper pillar. Once you’re at the pillar, press the Fire Weapon button (RT, R2, LM) to release your power and “cleanse” the column. You’ll need one light and one dark set for the first room, and one of each again for the second. From here, you can follow the light up into the first boss area.
Boss One: Phalanx Echo
Destiny’s favorite tactic for activities like this is to teach you mechanics with one encounter, then build on those mechanics in the next. In this fight, you’ll see four pillars, two dark, two light, that need to be cleansed once again using motes from Taken Knights. The boss will remain completely immune until all four are cleansed.
Once the pillars are cleared, the bosses shield will drop and the (LONG) damage phase will begin. This also triggers the mass spawning of a bunch of the Taken Goblins that project immune shields onto their buddies. I recommend designating one guardian to focus on goblins while the other two focus on boss damage.
In truth, the boss doesn’t have a crazy amount of health. A coordinated team should be able to take him down in a single phase. His true strength lies in his shield which blocks all damage and will easily boop players off of the arena, thus unable to do damage at all.
The Wasteland – Time to Explore
After you drop the Phalanx Echo, it’s time for a short break. Guardians are then teleported to a vast wasteland larger than the Mercury patrol space. In it, players will find remnants of many familiar locations and friends. The Nine are of everywhere and nowhere. Here we can see some of the places they’ve been. Be on the lookout for a small block structure covered in yellow sand. Here you will find a small cavern that houses a secret chest that will give you another roll of a gear item rewarded from previous boss encounters.
After you’ve explored as much as you like, search for the Taken Blights. Destroying these blights will lead you to more blights somewhere else on the map. Follow this pattern until you are led to a crack in the wall full of light. This is your entrance to the next encounter.
Encounter 2: The Cube
The Nine are now about to really start bending your brain. Welcome to The Cube! This is a 1050 Power encounter so be ready! Floating in the middle of the room you’ll see a Toland-esque figure hovering above the ground. Once the encounter is activated, the little sprite will rush off to one of the other walls. Locate it to determine which pillar of light needs to be cleansed. If it’s on the roof, cleanse any of them. Cleansing the pillar on his wall will activate a portal in the center of the room where he floated previously.
Once Guardians stand on this portal together, The room around them will rotate. The wall that the sprite was on previously is now the floor and the other walls have moved accordingly. High above the ground, hovering in the center of the room is The Cube. Each time players cleanse a pillar a new symbol will appear on the cube. Five cleanses will activate the boss which is pretty straightforward. Killing the two final Taken Centurion bosses will apply the 6th symbol and the encounter is over.
Something to keep in mind is that every time players kill a Taken Knight to extract motes, Taken Hobgoblins will spawn on platforms high above and snipe players below. Make sure at least one Guardian is assigned to keeping these under control as this will help with team survivability immensely.
Sands And Sparrows
Emerging victorious from The Cube will bring players back to The Wasteland. Don’t fall for the trap of thinking that everything is the same. An old friend, The Emissary, can be in many of the recognizable locations and getting close will reveal new lore, different for every member of the fireteam. I highly recommend taking time to search for her and listening in.
Also in The Wasteland you’ll get a glimpse of the final boss to come, Kell Echo. Getting close to him will cause him to teleport away. Follow him to another crack in a different wall for the path to the next area.
Hope you’ve got your sparrow ready. Here, giant ribbons fill the sky and players can ride them with their sparrows down to the final encounter. Be wary of enemies shooting, walls booping, and other hazards, of which there are many.
There is a second secret chest in this area as well. You’ll see many pyramidal structures as you make your way down the ribbons. When you reach the last pyramid that the ribbons ride through, stop right at the entrance. Look down and to your right and you’ll see a hole in the ground. Follow the corridor, across the chasm and you’ll find another non-powerful chest. Progress forward to the final encounter with Kell Echo.
Final Boss: Kell Echo
The final Prophecy fight with Kell Echo should feel very familiar, albeit much more challenging. The encounter sits at 1060 Power Level so even players with max gear will still be feeling the hurt. The mechanics, however, aren’t that bad to learn.
The Light and Dark pillars return once again, but each is paired with an Echo of the boss, three in total. This is pretty reminiscent of the second encounter from the Crown of Sorrows raid. Players must kill Taken Knights to pick up motes, and use those motes to cleanse the proper pillars. Each pillar cleansed in this fight will spawn a Taken Ogre. Do your best to focus these ogres as they will make fireteam respawns significantly more challenging.
Once all three pillars are cleared, meet at the center of the room and prepare for damage. Guardians will be transported to a new arena with many floating platforms. Immediately you might see stacks of Entropy building in your flavor text. If these hit x10, you will die. Decrease your stacks by getting close to the boss (but not too close).
The boss acts much like a Taken Captain in that he hurls the big, slow moving balls of darkness. These are different, however, because they don’t blind you, they teleport you back to the beginning of the platforms making it a mad dash to get close to the boss again to clear your Entropy.
If you don’t get his health down during this phase, just repeat and try again. Shooting for 2-3 phases is never a bad idea.
Choosing the right weapons and armor can make all the difference in pinnacle activities. Here are a couple of really great build ideas for how to approach Prophecy.
Witherhoard, the new exotic breechloading grenade launcher available to everyone this season at Level 35 of the season pass is crazy strong. If you’re at Power, you can one-shot the Taken Knights and seriously chunk a bosses health. Start working towards the catalyst as well for that sweet autoloading.
While it’s MUCH harder to acquire, Anarchy is crazy strong here. Since movement is so important during the boss phases, being able to “set it and forget it” is super important.
Any primary weapon for killing ads quick (ads being small, red-bar enemies). A good AR, SMG or lightweight Pulse will help a ton with staying safe. Be on the lookout for weapons with Dragonfly which will help clear even more enemies.
Stay away from bows here. While they absolutely wreck in many situations, the quarters are just too close in many of the encounters. I tried, I failed.
Echo Kell is helped immensely by one Guardian bringing a Tractor Cannon for debuff. Since using a tether can’t keep up with his movement, a mobile debuff is a huge help.
Also consider having a titan drop a Ward of Dawn at the beginning of the Echo Kell damage phase. That way, if players get sent back, they can re-pick up the Weapons of Light buff before heading out.
Urn Your Triumphs!
Within Prophecy there are 12 collectible Urns. They don’t give you anything except the Triumph for collecting them all. Writing out all the steps for finding them might take actual years, so instead, here’s a guide from Destiny 2 solo-flawless legend Esoterickk: