In this guide, we will tell you everything about the Destiny 2 Prophecy Dungeon so that you can complete it without any trouble.
Destiny 2 has one of the finest endgame content, the Prophecy Dungeon, which offers players a great experience and challenge. The challenge is guided by Eris Morn and The Drifter, where this three-Guardian activity brings players into the realm of The Nine to fight Taken enemies and learn more about The Darkness.
It is one of the most visually appealing pieces of content that Destiny 2 has to offer. So if you are looking for how to complete, what are the loots, and more about the Destiny 2 Prophecy Dungeon, then you are at the right place.
Given that Destiny 2 Prophecy Dungeon is one of the end-game contents, it is important to know what you should bring for this quest. Raid Banners can be used before each boss encounter. Every part of the Prophecy Dungeon has many red bars to fight off as you complete more tasks.
One amazing advantage is that the weapons are not locked and you can bring all the best weapons in the game for this challenge. Some of the best weapons to bring for this challenge are Witherhoard, Anarchy, Grenade Launchers with Blinding Grenades, and Auto Rifles with the best enemy-clearing perks.
Players can access the Prophecy Dungeon from the Destiny 2 Tower. After launching, the dungeon will begin aboard The Drifter’s ship. Upon entering the teleporter, the fire team will find themselves in the realm of The Nine, where they will be met by Taken Thralls and Taken Knights.
Additionally, the player’s screen will be surrounded by small streaks of light and dark energy depending on whether or not the Guardian is in the light and shadows. Taking note of this is important since the energy on the screen indicates the kind of mote that will spawn from a Taken Knight after it has been defeated.
Two platforms lie at the end of the pathway. One emits dark energy, while the other emits light. For the energy signatures to disappear, five light motes and five dark motes must be gathered. In Destiny 2, defeating a Taken Knight spawns three motes, so you must defeat two of them to get the necessary number of motes.
After collecting enough motes, select the appropriate energy signature and press the “fire weapon” action to eliminate it. Players can respawn in this part of The Prophecy dungeon, but death will erase all gathered emotes. Repetition of this procedure will unlock a door leading to another pathway. The fire team will encounter the second encounter after unlocking the second door.
Prophecy’s third encounter begins in a desert area full of steep sand dunes. During the night, gatherings of light can be seen in the distance. Make use of the Sparrow to drive to them, but keep an eye out for the invisible Vex Minotaurs. While they do not need to be defeated, if the team is not careful, they can deal some damage.
After defeating the Taken in the lit-up area, deactivate the Taken bubble and search for the Toland-wisp. A pink light will guide the team to the next area, where the objective will be repeated repeatedly until the team sees a pink light. The next encounter begins when you enter the structure it is emitting from.
In Destiny 2 Prophecy dungeon, the fourth encounter takes place in a room with multiple energy-emitting platforms and enemies. Taking on the Toland-wisp is a fairly straightforward encounter, simply look for it above the energy-emitting platforms. In whatever part of the world Toland is, that is the type of mote that needs to be collected.
Deactivate the energy and head to the center of the room with the team to be teleported to a different angle. Once the mini-bosses are reached, Toland’s guidance is repeated until the encounter is complete. The first boss encounter does not require anything to be done. Damage can be dealt immediately to these bosses instead. The rewards chest can be claimed once the bosses have been defeated.
Outside the structure will be a giant Taken Fallen Captain. You will reach the beginning of the fifth encounter by following the road through the desert. During Prophecy’s fifth encounter, the team travels by foot and Sparrow across a variety of paths.
In Destiny 2, this track is called the Rainbow Road because of its twists and turns. To reach the lowest platform, carefully navigate down the tracks. In terms of choosing the “right path,” there isn’t a singular “correct path”, but rather being cautious not to overdo it. There will be a beam on the final platform that will take the team to another structure where Prophecy’s final encounter awaits.
Upon entering the final structure of Prophecy, you will see a triangular arena. Make sure all ammo and abilities are replenished by placing a Raid Banner in the middle of the arena, and then seek out Toland. Touching him begins the encounter, which spawns Taken Psions, Knights, and three Taken Fallen Captains in each corner.
Each Captain has an energy-emitting structure in front of him. Defeat the Knight to get the needed motes, deactivate the energy forcing the Captain out of protection, and defeat the Captain. When all three Captains are defeated, the purple sand in the middle of the arena will be activated. To reach the final boss, you must stand in it as a team.
The final boss in Destiny 2’s Prophecy dungeon must be continuously attacked until it reaches the end of the long row of platforms. As soon as the Boss reaches the end of the platform, it teleports out and the damage phase ends.
In order to return to the damage phase, the setup in the triangular room must be repeated. During this phase, keep in mind that the “Dark Entropy” effect will appear. If Dark Entropy x10 is reached, the player will die immediately. When you damage the Boss enough, Dark Entropy will not increase. Furthermore, one of the final Boss’ attacks teleports anyone who gets caught towards the back of the path if he or she is caught.
Once the final Boss of Prophecy is defeated, the game is over. A teleportation will take the group to a room where they can claim their final reward.
The Destiny 2 dungeon rewards offer weapons of The Nine, which can only be obtained through Prophecy.
Loot | Item | Type |
Phalanx Echo Loot | Judgment | Hand Cannon(Kinetic | 140 RPM) |
Phalanx Echo Loot | The Long Walk | Sniper Rifle(Solar | 72 RPM) |
Phalanx Echo Loot | CODA Helmet | Armor(Head) |
Phalanx Echo Loot | Moonfang Class Item | Armor(Class Item) |
Hexahedron Loot | A Swift Verdict | Sidearm(Void | 260 RPM) |
Hexahedron Loot | The Last Breath | Auto Rifle(Kinetic | 600 RPM) |
Hexahedron Loot | CODA Arms | Armor(Arms) |
Kell Echo Loot | Moonfang-X7 Helm | Armor(Head) |
Kell Echo Loot | Moonfang-X7 Arms | Armor(Arms) |
Kell Echo Loot | Moonfang-X7 Chest | Armor(Chest) |
Kell Echo Loot | Moonfang-X7 Boots | Armor(Legs) |
Kell Echo Loot | Moonfang-X7 Class Item | Armor(Class Item) |
Final Chest Loot | Darkest Before | Pulse Rifle(Arc | 540 RPM) |
Final Chest Loot | A Sudden Death | Shotgun(Arc | 55 RPM) |
Final Chest Loot | CODA Helm | Armor(Head) |
Final Chest Loot | CODA Chest | Armor(Chest) |
Final Chest Loot | CODA Class Item | Armor(Class Item) |
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