Before Guardians get too caught up with their new Guardian Games hoverboard, here’s a weekly reminder to complete the new Riven’s Wishes quest in Destiny 2. And this is a big one, as Riven’s Wishes 6 is the final task in the six-week quest chain. Ceremoniously, players must bear their most high-profile endeavor yet: a Dungeon.
The Riven’s Wishes questline is a series of quests from Mara Sov and Riven that appeared on a week-by-week basis. Though all six Riven’s Wishes quests have appeared in-game at this time, they’re hanging around until The Final Shape. Each quest rewards one Wish Token, which Guardians can trade to Mara for Lightfall exotics, Last Wish weapon patterns, the best weapon shader, and other goodies. Riven’s Wishes are a great way to earn some rewards and signal a more significant effort from Bungie to appease the Destiny community.
Every Riven’s Wishes quest is a bit different, but, for the most part, they all revolve around the Dreaming City. Week 1 had players participate in public events, Week 2 demanded elusive Ascendant chests, Week 3 mandated Guardians delve into Lost Sectors, Week 4 needed more time spent in The Blind Well, and Week 5 invited players to decide how to spend their time. The final week breaks the Dreaming City trend, instead asking players to take the Prophecy Dungeon to task.
Destiny 2 revisits the old Prophecy
For Riven’s Wishes 6, Mara and Riven expect a full clear of the Prophecy Dungeon. While this shifts the focus away from the Dreaming City, the Dungeon’s inclusion is timely nonetheless. Alongside everything new and changing with the Guardian Games, March 5 also marked a loot refresh for Prophecy. With new rewards, Guardians shouldn’t have too much trouble finding other players to run the Dungeon, especially with Fireteam Finder.
Though there’s new loot to score, Prophecy is much the same as it’s always been. Mechanically, the Dungeon still focuses on gaining and dunking stacks of Light and Dark Motes. Just like before, these motes appear after defeating a Taken Knight. The color depends on whether the players dealing the finishing blow were standing in light or shadow.
Riven’s Wishes 6 opens with the Phalanx Echo
After a short opening section for practicing the Light and Dark Mote mechanics, the first encounter is against the Phalanx Echo. The boss is in a circular arena with several rings rotating around it. These rings cast shadows, which allow players to create Dark Motes alongside Light.
The Phalanx Echo starts the encounter shielded and immune to damage. Using both Light and Dark Motes, players will need to dunk on all of the active Light and Dark plates to start damage. Once the Phalanx Echo is damageable, it can be burned down quickly, especially in a full Fireteam. With the first boss down, players’ next stop will be an open, dune-filled area.
Hexahedron encounter
Before Guardians can get to the next encounter, they’ll first have to chase Toland around a gloomy desert. Players are looking for clusters of three Taken Blights scattered around the zone. Once one set is eliminated, another group appears. After cleaning up the Blights, Toland will lead Guardians toward the large structure in the north.
Inside is the Hexahedron, an encounter more against mechanics than bosses. The object of the Hexahedron is to rotate the arena the correct way, like a Rubix Cube. To do this, Guardians must look for Toland at the upper portions of the room’s walls or the ceiling. Players want to activate the Light or Dark plate underneath wherever Toland appears. If Toland is on the ceiling, players can activate any plate twice. Once the arena is in the correct position, a final rotation spawns two bosses that can be easily dealt with.
Finally, wrap things up with the Kell Echo
After reemerging into the desert, guardians will notice an apparition of the Kell Echo on the dunes. Following it will lead into another large structure where players will be faced with a mind-bending platforming section. The path ahead is literally a winding maze of ribbons. At the end of the course, a tractor beam will take Guardians up to the boss.
The Kell Echo combines a bit of everything experienced in the Dungeon. At the start of the encounter, players will be in a room with three invulnerable Kell Echo apparitions and lots of enemies. Dunking on each Light or Dark plate in front of the Kell, Guardians can dispel the foes and summon a Taken Ogre in its place. The Ogres don’t need to be defeated, but it does make the room more manageable. Once all three plates have been activated, players can head to the teleporter in the center to start the damage phase.
During damage, players are teleported to a long hallway filled with platforms. As Guardians attack the Kell Echo, it will steadily retreat using the platforms. Players need to stay close enough to the boss to avoid hitting ten stacks of the Dark Entropy debuff, which kills instantly. Outside of this, the Kell Echo tosses a slow-moving portal that will teleport players further away, increasing the likelihood of a Dark Entropy death.
With the final boss of Prophecy eliminated, Riven’s Wishes 6 is complete, and players can claim their final Wish Token.