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Destiny 2 Season Of Arrivals The Prophecy Dungeon Guide Kell Echo Boss Fight Hexahedron

Destiny 2: The Prophecy dungeon guide – Beating every boss and encounter

This article is over 4 years old and may contain outdated information

The Hexahedron encounter

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The Hexahedron encounter in The Prophecy dungeon might just be one of the weirdest and wackiest you’ll experience in Destiny 2. And, no, we’re not talking about just in the Season of Arrivals, but the entirety of the game and its predecessor.

The encounter takes place inside a cube-like structure. Okay, fine, it’s a Hexahedron, but we’re all fans of the movie Cube anyway. The goal here is to “twist” and “turn” the insides of the room while following Toland the Shattered — that “spirit orb thingy” that’s floating in mid-air.

  • Ideal loadouts: Riskrunner remains viable for this fight. You should also consider equipping long-ranged weapons such as sniper rifles or grenade launchers like The Mountaintop.
  • Ideal subclasses: Warlocks with Well of Radiance and Phoenix Protocol. Titans should use Ward of Dawn with Helm of Saint-14. Hunters should go with top-tree Nightstalker with Orpheus Rig.
  • Enemy power level: 1050

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In order to make changes to the room, you first need to look at the spot where Toland’s spirit orb is. Then, look below it — you’ll notice a plate that can be cleansed using motes. Again, the light and dark concept will apply.

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Because there are usually four cleansing plates around the room, it can be a little confusing. But, again, the goal is always to look for Toland’s spirit orb and the color of the plate below that spot. For instance, here’s one where the cleanse has to be via dark motes due to the dark color emanating from the plate below the spirit orb:

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This one, meanwhile, will need a cleanse via light motes:

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While you’re doing this, a multitude of mobs will continue to spawn at quick intervals. There are Taken Acolytes (and the annoying eyes) which will rip through your health bar. Luckily, if someone has Riskrunner, the Arc damage will always proc the Arc Conductor perk.

Additionally, there will be several Taken Hobgoblins that’ll spawn in various platforms above you, and they can easily two-shot low-level players. So, you’ll want to play it safe, using the pillars and walls as cover while taking potshots at enemies. And, of course, don’t forget to kill the Taken Knights (and generate the correct color of motes).

Note: If the Toland spirit orb is at the very top of the room, you can cleanse any plate color.

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You only need to cleanse one plate in each room (the correct one below Toland’s spot). Once you do this, the Taken Hobgoblins and Knights will despawn, but the Acolytes will pop up from time to time. You can pick up some ammo if you want.

When you’re ready, head to the center of the room to get teleported to the next “version”  where you’ll need to do the process once more. Since you’re inside a Hexahedron, your team has to correctly do the “twisting/flipping/turning” of the room six times.

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Once you reach the sixth and final version of the room, you’ll need to kill the two Centurion Echos that have spawned. They’re not so tough, so just burst them down and make sure to watch out for additional mobs.

Finishing the Hexahedron encounter nets you another chest/pinnacle reward. Once you’ve grabbed your loot, head to the narrow doorway (with the pink lights). That’s the exit that’ll take you back to the Wasteland and, eventually, to the Singularity area.

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Jason Rodriguez
Jason Rodriguez is a guides writer. Most of his work can be found on PC Invasion (around 3,400+ published articles). He's also written for IGN, GameSpot, Polygon, TechRaptor, Gameskinny, and more. He's also one of only five games journalists from the Philippines. Just kidding. There are definitely more around, but he doesn't know anyone. Mabuhay!
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