


Hello, traveler, It’s Librarian Husky. Ride of the Nine has brought us our final dungeon, that being Prophecy. Today, we’re going to be going over everything you need to know to get your clear.
Ride of the Nine – Prophecy Dungeon Guide
If you’re new to these sets of guides, we’ll also be covering the base mechanics in addition to the Ride of the Nine changes so that you’ll get the complete package on how to handle this dungeon. Let’s dive in.
You’ll start off by loading into the Drifter ship. To progress, jump off the platform towards the giant rock in the background, and you’ll be pulled in. The area will teach you the basic mechanics of the entire dungeon, which is pretty simple. It’s straight-up Gambit, or at least in the whole moat department. You’ll notice areas that are either lit or in darkness. By standing in these areas, the edges of your screen will glow either light white or shadowy dark.
Next, you’ll notice two podiums that are glowing, one light and one dark. There will be several ads around, including knights who drop three moats upon death. The moats will drop as light or dark, depending on the glow around the edge of your screen when killing the knight. If you want dark moats, stand in the shadow. For light moats, stand in a well-lit area. Once you collect five moats of either kind, it will turn into a large moat. Carry that moat to the matching podium and explode the moats. If you’re within range of the podium, it’ll turn off, indicating success. When both are turned off, the door will open. Keep in mind, picking up a moat of the opposite type will override the current stacks you have. Don’t mix moats to unlock all doors and get to the first encounter.
Fail Lenx Echo Encounter
This encounter is very straightforward. There will be four podiums that you’ll need to dunk moats on. The Fail Lenx boss will be in the center of the arena, and knights and scions will be spawning all around.
Starting the Encounter
Now to start the encounter, you simply want to walk up the tool in the center of the arena. The change that Bungie made with this version of Prophecy is that one of the podiums also has a tool ball on it. This is the podium that you must dunk on first as dunking on any other podium will result in death. Once you turn off this podium, you can then dunk on the remaining three in any order.
Anytime you dunk on one of the podiums, the rings around the arena will shift, changing which ground is lit and which ground is in shadow. Essentially, once all four podiums have been turned off, damage phase will begin. To save time, you can split your moats between two podiums. For instance, if you have a dark moat, you can jump up between two of the dark platforms. When you hit your interact button, this will result in both of those getting hit from that single moat and turning them off. This can save you time.
In terms of the actual damage phase itself, it’s pretty lengthy. Even on Ultimatum mode, you can get the one phase on this boss using options like Legend of Acrius or Lord of Wolves. I was doing Banner of War with Winterbite and Worm God, similar to Hector from Ghost of the Deep. Warlocks can use things like Well of Radiance or Song of Flame. Hunters can use Celestial or Tether. With the right setups with your team, you can easily get the two-phase, if not the one phase. For those tackling the Explore mode version, you don’t have to worry about dunking on podiums in a specific order, as it’s just like regular Prophecy.

Once you’ve Defeated the Failank Echo, the orb in the center of the room will lift. When all three guardians stand on the sand below it, you’ll be transported to the next room, the wasteland. This is the combat traversal section, filled with taken blinds that you’ll need to take out. Throughout this section, invisible minotaurs will be present, which on Ultimatum mode will pose a significant threat. The goal is to find areas filled with taken and blights, clear out the enemies, and destroy the three taken blights. Toolen, found close to where the blights were located, must be touched after this task. He will then move to a new area that spawns three more blights and more taken enemies. You’ll complete this a total of three times to finish this area, except on Eternity and Ultimatum modes. Upon clearing the last of the blights, a health bar will appear at the bottom of your screen, indicating the appearance of the daunting thick minotaurs that you need to deal with. Defeat them and head towards the chest that drops loot from this area, as well as the direction to proceed to the official second encounter.
Hidden Chest and First Encounter
Now, before you do any of this, there is a hidden chest in this area. You want to look for the pa sand. Just some good old piss sand. Everybody, you see that sand? You’re in the right spot. Go inside of here and there will be a chest waiting for you to give you a little bit of extra loot.
Now, on to the second encounter. Now that you have cleared the wasteland portion, you’re going to head through this door next to the chest to reach the second encounter, which is the cube encounter. Now, just like our first encounter, this will revolve around getting moats and then dunking them in the correct podiums. Now, once again, Tolen is the trigger for this encounter who can be found at the center of this room. And you’ll notice that there is one podium in front of each of the four walls. Now, you’ll also notice that each wall has a large circle in the center of it, as well as in the center of the room. Now, when you touch Tolen to begin the encounter, he will move to one of those four circles located on the walls, indicating which podium you need to dunk on. Whatever podium Tolen is at, that’s the one you need to interact with.
Now, throughout this process, guys, several ads will be spawning in, including snipers, so be prepared for that. A machine gun is so good for this encounter. Commemoration, hammerhead, and the knights actually don’t even spawn in until you deal with the hobgoblins.
So, you got to have some weapons to deal with those guys above. Now, killing both of these hobgoblins would then spawn in two knights, which is all you need to finish each one of these rooms. Normally, in this situation, you want to dedicate someone to picking up these moats so that you don’t have people killing knights, picking up moats, which will result in you having to kill another wave of knights to get the full five as you can bring these moats into the next room. Don’t worry if you do spawn in the wrong moats, you can just kill the hobgoblins again, which will then spawn back in the knights. Now, once you’ve collected the right moats and dunk them in the right location, for instance, if Tolen is standing above dark, you need to have a dark moat to then interact with that podium.
When you’ve done so correctly, you then want to head to the center of the room, which will be lit up, which will then take you to the next area. All three players will stand there. This will then lift them up into the smaller cube in the air, and you’ll be transported to that next room, where you repeat the process all over. Now, ride of the nine throws a fairly large wrench into this normal plant. Once you reach the second room, this is where things get interesting. An invincible dark Blade will spawn in and chase you down. And look, I’m not talking about like slow walk Dark Blade. This guy moves, man. I’m talking about closes the gap quick.
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Ultimatum Mode Encounter Guide
And on ultimatum mode will take you out in one hit, easy. And what gets even crazier is that with each room onward, this dark blade gets even faster. So, yes, have one person dedicated to picking up those moats, cause you’re going to want to move fast in order to get out of each one of these rooms before the dark blade messes up your run. Now, upon reaching room number six, this is where you’re going to be dealing with the two centurion bosses, as well as the dark blade itself. You’ll kill these bosses and the dark blade will finally become vulnerable. He’s thick, but honestly, he’s really not that dangerous. We sat in the middle here and he just kind of went back and forth.
Didn’t really know what to do. But once he’s defeated, that ends this encounter. Now, the beautiful thing about explore mode is that you don’t even have to deal with this. Dark blade doesn’t even spawn in at all. But on ultimate mode, you definitely got to be moving quick because we’re talking 6 minutes and 20 seconds, which is all that’s allowed to clear this entire encounter. So, don’t mess around, guys. The good thing about this is that in ultimatum mode, when you do kill the centurions, the timer does stop. So, the fast dash is to get to the centurions, kill them as quickly as you can, even if you got to use your super on those guys, and then just sit there and use your primary or whatever to deal with the dark blade.
Now for loadouts for this encounter. Again, I love machine guns. Choir of one’s pretty good. Rocket sidearms are pretty good as well. Anything with hill clip is also really nice. Support auto rifles are good for keeping your teammates alive. Warlocks can run speaker sights. Hunters can use invisibility. Titans, I like to use things like lurly with our solar subass. Banner of war is also good as well. I would say the biggest focus is just to make sure dark blade doesn’t sneak up on you. But that’s essentially this encounter, guys. You’ll pick up your loots and now you’ll jump up and head back out towards the wasteland. Here you’re going to chase down the Kell Echo over to the second door. Now passing through it will bring you to our second traversal section which is one of the prettiest places Bundy has ever made, the Dead Sea, often referred to as Rainbow Road.
Traversal Section: The Dead Sea
This area is a visual masterpiece, often referred to as Rainbow Road. The vibrant colors and intricate design make it one of the prettiest places in the game. As you traverse through this section, be prepared for breathtaking scenery and challenging obstacles. The Dead Sea offers a unique experience that showcases the creativity and artistry of the game developers. Take your time to appreciate the beauty of this location as you continue your journey towards the next phase of your adventure.
Ride of the Nine Mechanics
Now, Ride of the Nine has made one significant change here with its eternity in ultimatum difficulties. And that’s this timer right here. Once you step onto the ribbons, the room will begin to collapse, giving you 22 seconds to progress. Now, if this timer hits zero, you will wipe. Now, to combat this, you must reach one of the many tolins placed on the rivets, which will give you 12 more seconds on your timer when you pass through them with the deck’s rim anchored.
Now, these tolins are spread out across all three rivets. And if you send one person on each path, you shouldn’t have any issue with time as long as you’re boosting down the track. Now, just a side note right over here, guys, before you get to the end of the track, you’ll have this drop down which will take you to a hidden chest. So, again, some extra loot here that you can snack.
Now, at the end of the track, though, is a large circle which will pull you into a giant diamond in the sky. Once you reach this platform, the rim will no longer collapse and the timer will disappear. Now, if you’re running this in explore mode, don’t worry guys, this mechanic doesn’t even exist. Just make your way down to the end at your own pace.
Now, after you reach the inside of the diamond, you want to head up these stairs on the left side to find the second and final R of the nine collectible, which can be found here. You’ll continue down the hallway past all the taken thrall, and you’ll now arrive at the final encounter, the Kell Echo.
Now, no lie, I was actually surprised with the difficulty of this encounter. Everything, especially on ultimatum mode, poops on you with some additional changes that have added several moving parts to the damage phase. Now, to start off, you just want to touch tolin in the center to get things rolling. You’ll then take note of the three podiums in the corners of the room. Now, the goal here is to dunk in all three podiums. Now, each of these podiums will have a copy of the Kell Ekko, who will blast the piss out of you. Be careful, guys. Like, even if you’re jumping up on top of the podium, don’t stay up There long. On ultimatum mode, he will wreck you fast.
Now, throughout the room, you’ll see knights that spawn in continuously. There’ll also be groups of scions that spawn in. And when you kill the knights, you’ll notice moats that are dropping that you’ll need to pick up to then gather five and dunk on the podium associated with that moat. Now, when you do so, the copy of the Kell of eko will vanish. And in its place, an ogre will spawn. Now, actually, the way we handled this was that two people were on ad clear.
Key Strategies for Defeating the Kell Echo
And I would say for this particular area, it’s nice to actually have two guys that know how to ad clear because as soon as that ogre pops up, those two guardians need to shred that ogre as quickly as they can. Now, upon doing this to all three podiums, the sand in the center of the room will line up. You’re going to have all three players stand in the center once more, and you’ll be pulled into the next area where you’re going to be doing damage.
Now, here you’ll notice a number of platforms with the Kell Echo standing on the closest platform just down the stairs here. Now, you also notice that he has this very faint ring surrounding him from a distance. You want to be inside of this ring, because if you aren’t, you’ll notice that you start to accumulate stacks called dark entropy. And if those stacks hit 10, they will kill you instantly.
Being close to the boss not only stops these stacks from building, but it also drains the stacks that you have. So, if you do end up getting a bunch of stacks, just try to get back to the boss as quickly as you can. Now, after a short period of time, the boss will teleport to a platform further back, which is going to force you to move up with them.
You probably also notice that knights and hobgoblins start to spawn in. The knights will once again drop moats, but this time only light moats. You’ll also see that there are two podiums that are floating just off to the left and right of the platforms towards the middle and back of this room.
When you collect five moats and dunk them into one of these podiums, this will actually stop the boss from teleporting for a short time, keeping him on his platform. You can only use these podiums per face. So, keep that in mind. You continue doing damage as the boss moves through the room, dunking in the podiums as you go.
The thing to really look out for is this very large darkness bolt that the boss will launch at you. If it hits you, it will teleport you back towards the entrance of the room, which means you’re going to have to make your way back and hopefully get back in time before you accumulate too many stacks of dark entropy.
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You could either dodge his attack by jumping out of the way. For instance, I’m just kind of chilling by my barricade on one side so that he intentionally does his attack and I can move to the other side of the barricade and still maintain my bolt charge stacks. I would be somewhat wary about standing behind cover as there are times where the attack will still hit you even when standing behind blocks and perhaps it’s just certain blocks as yes some people do just sit there behind cover but I literally just move out of the way.
Now once you reach the end of the room you’ll have a damage window where you could pretty much just blow your entire load into the boss. So whatever you got left guys unleash all you can and if you don’t get the one base the boss will then teleport away and go immune yet again. You’ll then go up the stairs just behind where he was and gather on the sand again. This will then teleport you to a similar room from the beginning of the encounter. And here you must run the mechanics once more.
Now in ultimatum mode you’ll only have three phases to kill the Keiko before you wipe. In explore mode though you don’t have this issue. Not only will you not have to worry about the podiums during the damage phase but there’s also way less ads in the damage room itself.
Loadout Selection
Now, let me just talk loadouts for this because I was actually sitting there perplexed on what to use. And I kind of went back to one of my OG loadouts with hazardous propulsion.
Choosing Loadouts Carefully
When considering loadouts, it’s crucial to assess your playstyle and the specific requirements of the situation. Opting for a familiar loadout, like the one with hazardous propulsion, can provide a sense of comfort and reliability during gameplay.
The Significance of Loadout Decisions
Loadout decisions can significantly impact your performance in the game. Elements like hazardous propulsion can offer unique advantages that suit your preferred tactics and enhance your overall effectiveness on the battlefield.
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Destiny 2 Prophecy Dungeon Guide: Rite of the Nine