|Expansion||Shadowkeep (does not require ownership)|
|Boss|| Phalanx Echo (Taken Phalanx)|
Kell Echo (Taken Captain)
|Description||Enter the realm of the Nine and ask the question: "What is the nature of the Darkness?"|
Here, you will learn about dungeon mechanics which revolves around Light and Darkness.
You will notice that there is a Darkness and a Light pillar at the end of the hall. Also, the place is swarming with Taken enemies and Knights. Each time you kill one, he will drop either a light or a dark mote, which will vary depending on where you kill them. The border of your screen will give you an indication, as it will glow white or black. Your goal is to collect five of each and then activate the trigger on the top of both pillars. Notice that you'll need to focus on collecting motes of the same kind, as they will otherwise cancel each other. Repeat this process one more time before heading into the next area.
The second area revolves around the spherical arena. This is where you will fight your first boss Phalanx Echo . He is going to be immune, and you will need to cleanse 4 pillars. It's time to start killing Knights and figuring out which pillar is Light and which one is Dark. Keep in mind that each time you cleanse a pillar, the configuration of others will change. Once all 4 pillars are down his shield will drop, so blast him with everything you got. This is a small arena, so use Well of Radiance and Titan Bubble to make this fight a bit easier. Anarchy will do massive damage and quickly finish the fight. Stand on the purple hue in the center of the arena to sink into The Wasteland .
You will find yourself in the huge desert, so summon your sparrow and start exploring it. Look for the rings with Taken Blights around them. Once you blow up their hatching spot you will notice a little wisp of light heading in one direction. Follow it and you will find more rings with Blights around. After few rounds, you will get the message: "The way is open". Now, you'll need to look out for a glowing pink pillar of light. Head toward it, and you will notice that massive doors have opened, which will take you to The Cube .
The Cube is like Escher's staircase, as you can teleport to other sides of it, which will switch the center of the room's gravity. Each side of the cube will have either a Light or Darkness pillar, and there are sand circles on the floor, walls, and ceiling. You will want to move towards Toland - a little wisp of light that guided you in the previous encounter.
The mechanic here is similar to the previous encounters. Just keep killing Knights and collecting Light and Dark motes. Then, dismantle the pillar located right below the Toland. This will switch the center of gravity, so keep heading towards him till you cover all 6 sides of the cube. Sometimes Toland will be 2 steps ahead of you. This just means it will take 2 turns to get to him and doesn't affect the process in any way.
Keep your eyes on nasty Hobgoblins, as they will be spawning from all directions and can inflict much damage. At the end of this encounter, you will be teleported to a small arena where you'll fight 2 Centurion Echos. Keep your distance and they shouldn't be a problem. Head towards another big doorway, but don't forget to open your reward chest.
You will once again come out in the Wasteland. This time, you will have to follow Kell Echo - a Taken Fallen Captain. Summon the sparrow and keep fighting through until you reach another big doorway that will lead you to Singularity. Here, you will need to switch between taking a ribbon road and traveling through floating pyramids filled with ads. Keep in mind, there's a hole in the back of the last pyramid where you can find a secret chest. When you get to the bottom, you will see a bizarre tube that will suck you up and transport you to the final arena.
The final boss room is shaped like a giant triangle where, like in Cube, you will have to constantly switch orientations. To start the encounter, simply go to a wisp floating in the middle of the arena. Kell Echo will spawn in 3 corners of the room. He will be immune, but still able to deal you a massive amount of damage. First, focus on getting rid of one of his copies by dismantling either a Light or Dark pillar that's nearest to that boss. When you do this, a Taken Ogre will spawn, so quickly eliminate him. Now that you have one corner that will serve as a cover from fire, things will get a bit easier. Repeat the same process 2 more times and you will notice the purple wisp in the center of the arena. Head into it and you will be transported to another room and the damage phase will start.
This is a long room filled with floating platforms, so you will need to constantly move. You will also acquire a debuff called Dark Entropy which can kill you if it reaches 10 stacks. To remove it, you will need to stay very close to Kell Echo. This is a bit challenging since he will start teleporting through the room and is very powerful. He will use the Taken Blight attack that inflicts huge damage and teleports you backwards. In any case, keep chasing and blasting him, while also eliminating Taken Hobgoblin snipers along the way. Weapons such as The Mountaintop and Anarchy will be very useful at this point. Kell Echo will soon reach the end of the room and teleport, so follow him by entering the purple wisp which will take you back to phase one.
Repeat the whole process 2 or 3 times and the fight will be over. You will then be teleported into the chamber of the Nine, where your rewards will await.
- Completing associated Triumphs rewards the Of Ten Suns Sparrow, Cottontail Shell and Prophetic Visionary Emblem.
- The secret chests found throughout the Dungeon can only award gear that the player has already obtained.