Running Prophecy as much as we have, and with as many people we're bringing into it, I thought it might be nice to have a quick reference guide here that we could refer back to ourselves, or send out as we need so folks have an idea on what they're getting into before we launch into it. We've been crushing it out there, so this should only serve to make it smoother sailing.
Prophecy Dungeon
The opening encounter, aims to teach us the most repeatable mechanic of the entire dungeon,
totem cleansing via mote creation.Motes are created by killing the Taken Knights that spawn in each room, and the type of motes dropped by the Knights are dependent upon where the guardian that lands the final blow is standing. If a guardian is standing in Light, the motes dropped will be light. If they are in the darkness, the motes will drop dark. (There is a UI feature to help show you which you will create. White or Black wisps along the corners of your HUD indicate the type of motes you will be creating.)
To clear this first encounter your fireteam must cleanse two totems to unlock and open the door forward. There is one dark totem, and one light totem. After each is cleansed, the door will open leading to a second room where in true Destiny fashion, you will repeat this again unlocking the way forward to the first boss encounter.
*I would like to note that beyond teaching new players this repeatable mechanic of mote creation, this encounter is skipable.* It does not drop any loot either so you're not missing anything.
To skip this encounter when you first land in the tunnel from the portal through the Drifter's ship, jump atop the first golden sphere and climb into the tunnel to the left. If you have a lower mobility build or struggle jumping, you can use a sword, stasis grenade, or the Salvation's Grip grenade launcher to create platforms to climb up along. When you reach the surface, jump to the central arena as you normally would.
Phalanx EchoThis encounter spawns 4 more totems, random mix of light and dark to cleanse to remove the over shield to damage the Phalanx Echo.
Enemies found here are: The Phalanx Echo, Taken Knights, Taken Psions (Taken Goblins during the Damage Phase)
The biggest threats in this encounter is the sincere lack of cover available and letting the psions get out of hand by splitting into more. As well, the Echo will often fire blasts in attempt to push you of the side of the arena. * I Personally often recommend a sword for this encounter because not only are the incredibly powerful, in the event you do get sent flying off the side of the map, you have a little extra momentum to swing back onto the small arena. *
Additional Enemies will not spawn until either a totem is cleansed, or all the Knights have been defeated. So it is wisest to clear the psions first, before attacking the Knights to make your motes and cleanse a totem.
After all four totems have been cleansed the Phalanx's overshield will drop, allowing your fire team to deal damage.
Note that during this phase Taken Goblins will spawn in an attempt to shield the boss, dealt will quickly, they won't slow you down at all. You get about 60 seconds to DPS before new totems spawn.
Rocket launchers, Swords (especially with the Lucent Blade arc mod on your armor and a boss spec mod on the sword), and the Anarchy/Withhoard grenade launchers deal the most damage to the boss, and using them will pretty much guarantee a one phase boss fight as this boss has a particularly small amount of HP.
If you don't manage to kill the boss in one phase that is A okay, as you can cleanse another set of totems and attack again. Rinse and repeat until you defeat her, and collect your rewards from the chest that spawns and step into the glowing purple triangle to teleport to the next section of the dungeon.
The WastelandHere you will find Taken Minotaurs, Taken Thrall, Taken Centurions, & Taken Hobgoblins.
This encounter is more of a filler, you're tracking down Taken Blights, and breaking them to reveal the exit to the next encounter.
There are three sets of blights. After breaking a set, touch the Toland orb in the middle of that area, and he will dart off to the next set of blights.
After all the blights are broken, an audio cue will sound to let you know the path forward is available.
Secret Chest #1Straight ahead of where you spawn into this encounter in the northern section of the wasteland land you will find a structure with golden sands laid out in front of it. Enter this structure to find a hidden chest.
*While the dungeon itself is farmable, and you can complete its encounters again for more loot, the chests are reset weekly, so if you have collected them in a previous run, you cannot collect them again until the next weekly reset.*
The HexahedronEnemies (Taken Acolytes & their eyes, Taken Hobgoblins, & Taken Knights)
The encounter really tests your fireteams endurance. There will be massive amounts of enemies attacking from all directions. Assigning rolls is definitely helpful, but if you do prepare to make lots of audibles on the fly.
The main goal here is to spin the cube in the direction Toland guides. Do this six times, and you're on to the mini boss fight. (Couple of Centurions. Yellow Bar, but super weak.)
He will be floating on the wall above the totem he wishes you cleanse. He can be difficult to see in some rooms lightings, so it is imperative you're always looking, and double checking before you dunk those motes to make sure you're not setting yourself back a room.
In some instances you will not find Toland on the wall, but at the very top of the room. If this is the case, you can cleanse any totem that proves most convenient, but if you wish to move along a bit faster and skip a room, cleanse the totem on the blank side of the hexahedron. (You will notice symbols of the Nine filling in the sides of the cube as you cleanse totems and turn the room.)
Once you fill in the cube, and the room makes it final turn it will summon two Taken Centurions. Defeat them, and collect your loot.
After that, climb into the tunnel in the wall above the chest and make your way back through to the wasteland. Once you get there there will be a bunch of taken thrall, you can fight them if you choose, but it isn't necessary to advance to the next encounter. Follow the Kell Echo to the other door on the opposite side and enter the next encounter.
Rainbow RoadEnemies: (Taken Centurions, Taken Goblins, Taken Vandals.)
Traverse along the ribbons, or jump along the platforms to each of the large diamond structures. You will notice that there is a diamond structure beyond the platform that leads to the final boss encounter.
If you take the ribbon path to left to that final diamond structure you will find
Hidden chest #2.
When you reach that last diamond, in the front right corner there is a hole you can fall into, and wander around the corner and jump across the platform on the other side. Up a short staircase, and open up that sweet sweet pot of loot and retrace your steps back up to the diamond and make your way to the final platform. Jump into the stream pulling things up, kill a group of taken thrall, and this section is complete.
Kell EchoEnemies (Taken Psions, Taken Knights, Taken Ogres, Kell Echo)
The final encounter.
In this pyramid shaped room, you will find that similar to the hexahedron, that after each damage phase the room spins.
In each corner you will find a Kell Echo that you can not damage, and in front of her is a totem to be cleansed. Upon cleansing the totem a Taken Ogre will spawn in its place, dispatch them quickly so they don't become problematic by either enraging, or having more than one spawned at a time.
After cleansing each totem, and removing each echo, you can teleport into the damage phase.
This room is a long rectangular room with many platforms to move along.
Here you need to be within a certain radius of the Kell Echo (You can see the radius, and its rather generous) to avoid stacking up a Debuff (Dark Entropy) Stacks x1 every 2 seconds. At a full 10 stacks, it will kill you instantly. So make sure you're close enough to not gain stacks, or can make range in time to cut it down. Note as well that unlike the average taken captain blight that blinds you, the one she throws will teleport you outside of the radius.
Keep in mind the boss will teleport every 15 seconds, stay to far back for too long and you won't make it in time to keep yourself from dying. Each time she teleports it will spawn two Taken Hobgoblins in the path to slow you down.
Deal what damage you can, and rinse and repeat until you defeat this Echo and once you do it will teleport you in front a large Emissary of the Nine for you to collect the final chest.
There are also hidden throughout the dungeon Urns that can be collected for a Triumph & an Emblem.
I don't know where they are so I have left them from this guide. If someone does know all there locations and wishes to add them please feel free.