[LUX] King's Fall Guide
- WLinden
- Aug 1, 2016
- 42 min read
Everything presented in this guide is from the cumulative notes from my previous clan, what practices are used most frequently, as well as my own insight to the raid mechanics. While the methods mentioned in this clan guide are proven to work, they are not the ABSOLUTE methods to use. It is recommended that you always start with the King's Fall normal raid before diving right into the hard raid. With that said, I am proud to share this raid guide.

THE BASICS:
Normal Raid: Recommended 300 light minimum.
Hard Raid: Recommended 315 light minimum.
NOTE: Recommended light levels are the point you should reach before battling Oryx. Until that fight, you can progress through the raid under these light levels, within reason. It is possible for a 280 Light player to go through the Normal raid, and equally as possible for a 305 Light player to make it through the Hard raid. You should attempt whichever raid you feel comfortable playing, though it is recommended you wait to progress into Hard Mode until you fully understand each boss fight mechanic.
To begin, let's talk about the team setup and gear to bring into the raid. For your weapons of choice, you will want to bring in a primary you are comfortable with that has a decent ammo capacity, a high impact sniper rifle, and a machine gun with large magazine size and balanced stability and impact. Pulse rifles and scout rifles are highly recommended to conserve ammo. For your armor, each guardian is encouraged to build their armor to support their subclass.
Recommended subclasses include the Sunsinger Warlock, the Defender Titan, and the Nightstalker Hunter for most of the raid. (Some suggestions will be made prior to each boss fight about alternative subclass changes to make.)
For easier first time completions, the following team is suggested for balance and support:
1 Nightstalker Hunter
2 Defender Titans
3 Sunsinger Warlocks
All subclasses should be maxed out
The Hunter of the group should be the most confident platformer of the group, as this Hunter will be the relic runner for the Oryx battle. (Detailed later)
The Titans will provide a much needed safe place during many of the boss fights, and if set up correctly, can provide both damage boosts and armor increases with minimal effort. Oh, and a bubble set up with Gift of the Void during boss fights generates some serious orb clusters.
The Warlocks bring their self-revive skills to the table and shine as the primary gaze/aura holders and crowd control.
Once everyone is set, geared up, and ready to roll, select the King's Fall of choice and begin your journey.
THE COURT OF ORYX and TOMB SHIPS
TEAM SETUP:
Left Team (L1 & L2)
Middle Team (M1 & M2)
Right Team (R1 & R2)
When you load into the King's Fall raid, regardless of which difficulty, you will land in the Court of Oryx, facing the monuments you would normally present your Runes to. At the end of the walkway, closest to the door, you'll notice two orbs/relics floating above two pillars; to begin the raid you will need two people to grab those relics and deliver them to the monuments. (NOTE: Once a relic is picked up, you will have roughly 30 seconds to deliver the relics to a monument. This time does not increase each cycle.) Before you grab the relics and start running, it is a smart idea to separate into three pairs; one team for the left hall, one team for the right hall, and one team to stay in the Court to run crowd control. L1 and R1 will be relic runners, L2 and R2 will open the doors that spawn each run and will kill the Taken Phalanx and Thrall that spawn, and M1 and M2 will focus on the three doors in the Court, as well as clearing the enemies near the monuments.
The moment L1 and R1 pick up their first relics, a green door will spawn and prevent your from approaching the monuments. L2, R2, M1 and M2 will need to shoot down this first door and eliminate the enemies quickly. Once the adds are cleared, L1 and R1 will deliver their relics to the first monument on the right. (NOTE: The monument you need to deposit your relics into will always have a hovering black orb.) While they're approaching the monument, L2 and R2 can move to their respective hallways, through the doors to their left and right. Once the relics have been deposited, new relics will spawn on each team's respective sides. The second relics typically spawn outside the hallways and floating over the chasm, which means L1 and R1 will need to jump over the chasm and grab the relic in mid-air. (NOTE: Always try to take the relics as close to the same time as possible to maximize your running time.) L2 and R2 can either stay inside their hallways and shoot the doors facing the relic when they spawn, or wait just outside at the tops of each bridge and shoot their doors and adds from there.

As soon as L1 and R1 have their relics, L2 and R2 will need to work quickly to open the doors first and then clear the adds for the runners. Runners can run by all the adds in this section. Enemies will see you, and will attack you, but running is an option to save time. Once the outer doors are open and adds cleared, runners need to continue back into the Court. While these relics are being picked up, M1 and M2 should be focused on repeating their process of dropping the middle door to the monuments, dropping the side doors to each hallway (M1 shoots left, M2 shoots right), and then clearing the adds quickly. This is the same process with each cycle for the middle team. If done quickly and correctly, L1 and R1 should reach the next monument at roughly the same time to deposit their relics with time to spare. Once deposited, each team will reset and repeat the process for a total of 6 relic runs. Each cycle the relics move further and further away, so efficiency is the goal to complete this without running out of time and resetting your relic progress.
If you fail to deliver both relics to the monuments in the provided time, you will need to repeat the previous cycle of relic running. In hard mode, this increases to resetting back two full relic runs.

Once the 6th and final cycle is done, the path towards the portal will clear and the portal will activate. Rushing to the door can be a fatal move, as the portal will not actually teleport you right away, so delay your approach until adds begin to pour out of the portal and then go through it. A well placed Shadowshot tether works wonders to keep things under control until everyone gets through. Once the entire fireteam is through the portal you will be able to approach the burning chest in the first room you enter. From that chest you will get various material drops, like ammo synths, Wormspore and Moldering Shards. Collect your loot and move toward the room with the large pendulums.
JUMPING PUZZLES ADVICE: Before each puzzle, adjust your subclass and equip any gear that will increase your agility. Max agility will allow you to traverse the puzzles with ease. Remember to reset your stats after you complete each puzzle to avoid an accidental death at each following boss fight.

Welcome to the first jumping puzzle of the raid. This simple platforming section can take down anyone if they get careless. As you enter the room, you'll see four very large pendulums. If you're the first person in the room they may not be moving yet. Once they start swinging, they move at various speeds and can create rather long gaps to traverse. Take your time if this is your first run through and jump when your next pendulum is moving towards you.
TIP: Take a few rules of physics into consideration before you jump, such as "...An object in motion will stay in motion." If you jump in the direction you're swinging, you'll go farther than expected.
After you cross the pendulums, you'll reach Portico and the beginning of jumping puzzle number two. Continue down the walkways until you reach a docked Tomb Ship guarded by a knight. Kill the knight on the platform and board the Tomb Ship. It's up to you whether you want to wait for your team or not, but ships will continue to spawn so jump to your heart's content.

To explain which way to look and jump for the next ship in your cycle, let's assume you will always be looking toward the front of the ship (in the direction it's moving). From the docked ship (Ship #1), you'll look to your right. Ship #2 will spawn to the upper right, and you will need to jump to it as it gets closer to your ship. (NOTE: Always aim for the front half of the ship. This will give you space to recover if you happen to panic hop.) Ship #3 will spawn to the front-right of your current ship, and will pass directly under you. You can almost walk off the front of Ship #2 onto Ship #3. As soon as you land on Ship #3 look off the front of the ship for Ship #4. Jump to Ship #4 and you're almost to a checkpoint. As Ship #4 moves forward, you'll see a platform to the upper left which serves as a checkpoint in the normal raid; jump to it and take a quick break.
Congratulations! You're halfway through the ships! From the platform, Ship #5 will spawn right next to Ship #4, so if you're quick with recovering from the checkpoint you can make the jump to Ship #5. If you miss the jump or took too long of a break, just wait for the ships to come around again. From Ship #5, you want to watch directly in front of you for Ship #6 to spawn. Be warned, a ship will spawn slightly above you a few seconds into your trip... DO NOT jump for that ship. Ship #6 will be almost level with you. You're now approaching the hardest ship jump of the entire puzzle. Make sure your agility is cranked to max and you're ready to go.
From Ship #6, scoot to the back left half of the ship and wait. One ship will spawn from the left and skim right over your ship, as soon as it passes look for Ship #7 to come from the front right.

This jump is extremely difficult; as soon as the ship is in view you need to sprint to the front of Ship #6 and do your biggest jump toward the front corner of Ship #7. Once you've made this jump, Ship #8 will spawn to the front of the ship, hop up to it and turn around. Ship #9 will spawn off to the front left and crosses directly over Ship #8, quickly jump onto it or you can miss it. As Ship #9 moves on, move to the front of the ship and be ready to go. Ship #10 will spawn to the front right as Ship #9 begins to fade away. As soon as you see it, make your jump toward the front of the ship. If you make the jump, pat yourself on the back because you're on the last ship and nearly to the next checkpoint! Jump to the large platform and you're safe!

Clear out any Acolytes and Knights in your way and work your way around to the final jumping challenge. This piece requires at least three people to complete the first crossing, and two people need to cross the threshold in order for everyone to cross. (Yes, as long as one person gets all the way across you can pull the team, but this is a guide for full completion.) One person needs to stand on each button/plate, located on the left side of the ship and one on the right side. The third person will hop on the ship and begin to travel. As they approach the door, there are large spires sticking out from the side of the door, as well as a ledge on the left side of the door. The goal is to make it to the ledge and progress up the ledge. All three classes have the ability to make the jump from the ship directly to the ledge, but if you're not a confident jumper, use the spire as a midway. Wait for the ship to get close to the spire before making the jump.
Once you reach the ledge, carefully make your way upward. As you walk along, you may encounter a small spike in your way that you can carefully walk around. (NOTE: Keep pressing your Guardian toward the wall. The ledge is small and any large misstep may cause you to fall.) As you reach the end of the ledge, you will have a door above you; carefully hop up to the door. If the two Guardians on the plates are still on those plates, the door should already be open for you to pass through; if not you'll need to wait for two Guardians to activate the plates again. On the other side of the door is a chest with another assortment drop of materials and Moldering Shards. Once two Guardians are through the door, they will need to clear out the Acolytes on their side and activate the two plates from their side of the room. From there, the remaining Guardians in your fireteam can either jump to the ledge to get the chest, or ride the ship all the way through and regroup. Once across, kill the Shrieker, grab the Calcified Fragment (explained below) and advance forward up the lift and keep going until you reach a large door.
CALCIFIED FRAGMENT ALERT! (1 of 5)

If you're seeking your Calcified Fragments, make sure you stop at the pillar right before the lift. Go to the right side of the pillar and hop up onto it. Look at your feet and you should see the fragment.
Pick it up.
THE ANNIHILATOR TOTEMS

NOTE: Do not fire your weapons until you're ready to start!! Any weapons or abilities used here can trigger the Acolytes to start their attack.
Hard Mode Changes: You will encounter more adds, and during the final 5 cycles you have two Hallowed Knights that will advance to both sides instead of just one.
TEAM SETUP:
3 Guardians to the left
3 Guardians to the right
Weapons to Use:
+ Black Spindle (Or high impact sniper rifle, for Boomer Knight)
+ Solar Machine Guns (For quickly killing the wizards and knights)
+ Whatever primary you're comfortable with; for add control.

CALCIFIED FRAGMENT ALERT! (2 of 5)
If you need the Calcified Fragment, it will be to your immediate right as you enter the room at the base of the support pillar.
Let's start by explaining the layout of the room and how each side functions. In the main room you enter, you'll see a large door with insignias climbing either side and two platforms, one on each side of the door. Those insignias are how you will tell your progress. In the center of the same room is a large plate, and to both the left and right side are similar smaller plates with totems floating over them. Surrounding each side's totem and plate is poisonous gas that will slowly eat away at your health if you're outside of the auras you take to each side. On each side you will have Acolytes that spawn from various doors.
On the left side (orange side), you have one door that spawns enemies. On the right side (blue side), you have two doors that spawns enemies. If you stand on the plates on either side and face the large center plate, you'll see a platform above you with a door. Every rotation will spawn a boomer knight on that upper platform that needs to be killed as quickly as possible. Once the first aura is passed along, there will always be one person from each side with a timer, one person without a timer, and one person in the middle room. Alright... on to the rest of this guide.

To start this challenge you will need to attack the Acolytes in the front of the room, or make contact with the floating auras on either side of the room. Break into two teams of three and move to your side of the center plate. A great way to start this challenge is to have everyone throw a grenade toward the Acolytes and have one person from each side stay in the middle to clear out the adds. Once the adds are all gone, the two guardians in the middle can move to their appropriate sides. While the adds are being taken care of, the remaining Guardians should run to the plate on their side, making sure at least one of them passes through the aura and taking that with them.
On each side there is a plate below an Annihilator Totem that requires you to have an aura for protection. Each side will need to kill Acolytes until their boomer Knight spawns. Each aura holder will have a Brand of the Weaver timer with a 30 second countdown. Depending on which side reaches their totem first, the boomers will spawn when that timer reaches zero, so note when the boomers spawn on your own timers! To eliminate confusion and wasting ammo, one person should focus on killing the adds when the timer reaches 5 seconds and the other should pull out their sniper and focus on the boomer. Make sure the aura holder is near someone on their plate before the timer reaches zero. When the timer runs out, the aura will transfer to their plate buddy and the first holder will then be given Deathsinger's Power x10.
The former aura holder will now run to the center plate and wait for the Deathsinger's Power to disappear. While on the center plate the focus is to kill any Knights that come through the large door, and most importantly their job is to kill the Wizard that spawns on the upper platforms (wizard will alternate sides each rotation). MAKE SURE THE WIZARD IS DOWN. Once the Deathsinger Power is gone, move back to your side as quickly as you can. Everyone will repeat this cycle until all of the insignias are lit. When the final insignia is lit and final Wizard killed, the Warpriest will deem you worthy to advance into his chamber. Head to the center plate to collect your rewards before moving forward.
Rewards: A chance for the raid fusion rifle, a ghost shell, Moldering Shards and Antiquated Runes.
BOSS FIGHT: WARPRIEST

Warpriest Challenge: No one can hold the Brand of the Initiate more than once. If someone picks it up again, even unintentionally because of a team member death, the challenge is failed and must be restarted.
Hard Mode Changes: In HM, everything remains the same through the entire fight until you lose a pillar. For each pillar lost, the Warpriest will gain a Taken skill. For the right pillar he gains the Captain Orbs. For the middle pillar he gains the Hobgoblin Tri-Shot. For the top pillar he gains the Centurion Axion Dart. All skills can be fired at the same time, so the longer you're fighting him the more danger you will be in.
TEAM SETUP:
2 Guardians Top/Left
2 Guardians Middle
2 Guardians Right
You will need to pick 1 person to call out the pillars during the damage phase.
Weapons to Use:
+ Black Spindle (a beast for dealing damage)
+ High Impact Snipers and Machine Guns.
+ Scout or Pulse Rifles for add control phases.

You may use a Three of Coins on the Warpriest.
You have now reached the first boss fight of the raid, the Warpriest. While this is not a very difficult battle in comparison to the other bosses, it does require coordination and accuracy. Let's explain the layout before we dive into the sequences. There are three pillars, one for each plate you see on the floor (well, on the platform for the top/left team). On the back of each pillar, near the top, is a large glowing eye. These pillars will activate after you've eliminated special Hallowed Knights that spawn near the end of each rotation. Directly in front of the middle pillar is a platform where the Warpriest will stand, a large blight known as The Oculus, and an inactive portal.
For the side teams, your adds will spawn on your side of the Warpriest and will traverse to your plate. For the center team, your adds will spawn from both the far left and far right doors, as well as the two doors directly behind your pillar.
When holding the Brand, it is easiest to start at the right plate. No matter where the final plate is, the Brand holder should have the entire team move to the right. The second and third damage phases should be done behind the small outcropping of rocks behind the middle plate. (You can see the small wall as you enter the Warpriest's chamber.)

To begin the battle, make sure your teams are in their positions and ready. One person from each position will need to step on their respective plates. Once all three plates have been lit together, the Warpriest will appear followed by the first wave of enemies. The first wave of enemies will have mostly acolytes and thrall, and one knight for each team.
A second wave of adds will spawn with more acolytes and thrall, but this wave also adds wizards and Adepts, which will turn all surrounding acolytes into laser-eyed acolytes upon their death. Drop the wizard(s) as quickly as you can, followed by the acolytes and lastly the Adepts.
A third wave of adds will spawn, this time bringing out your Hallowed Knights. Each team will need to kill their knight and stay alive. The goal during this third wave is to clear whatever remaining adds you can see before dropping the Hallowed Knight. You'll have roughly 30 seconds once the knight appears to kill everything including the knight before your damage phase adds appear. Once all three knights are down, the pillars will activate and your caller will need to get into position quickly.
The person calling the pillars has a few options on where to stand. Your caller can stand to the left of the Warpriest on the add platform, on the rocks directly below the bridge on the left side (see star on map), or on the door frames of the middle doors (see star on map) directly behind the middle pillar. Besides the left add platform, the other spots will put you in spots where adds will not bother you while you call out the sequence. Remember to call out TOP, MIDDLE, or RIGHT for the pillars. (NOTE: For newer callers, remember that your right and lefts have now switch because you're behind the pillars... so the RIGHT team is standing to your left.)

As each pillar is lit and called out, someone near each plate will need to stand on it until all three plates have been activated. Whoever steps on the final plate will be given a special aura know as the Brand of the Initiate. You'll know you have it when you see "Brand of the Initiate x4" above your weapons bar. If you have the Brand, your job is simple: kill ONE acolyte before your timer hits zero. By killing an add as your timer nears zero you will create an extension to your damage phase, allowing for almost a full minute of damage. (NOTE: Make sure to get the last kill on the Brand's last extension or you will be killed for missing an add.) For the rest of the team, your job is to send as much damage towards the Warpriest. Your Hunter's tether, as well as a Weapon of Light bubble from one of your titans will come in handy to increase the damage being dealt. Titans should place their bubbles in a spot (about 5 steps off the back of each platform, or locate the purple circle on the map) that overlaps the Brand's aura.

Depending on how much damage you manage to do, you'll likely need to hide after the first damage cycle as the Warpriest calls on the power of the Oculus. The shadows cast by the pillars will protect you from the light of the Oculus. Standing in the light will kill you instantly, and standing behind two pillars will cause the Warpriest to take both pillars in the same round. Once the pillar is gone and the Oculus starts to fade away your team can return to their spots and prep to repeat the process again.
Round 2 is exactly like the first. If the Warpriest is still alive you'll move into Round 3, which replaces all the adds with Taken. The waves of adds will continue similar to the Rounds 1 and 2, but instead of your Hallowed Knight coming from a doorway, this time the Taken version will spawn on your plate. All of the same rules as before apply for Round 3. By this point the Warpriest should be dead, but if not you'll need to hurry through Round 4, as it will be your final chance to kill the Warpriest before he enrages and insta-kills everyone.
Once the Warpriest goes down, jump up to his platform and collect your loot! If you're running the weekly challenge and you completed it successfully you will have a chest appear as well. Once the portal is open, step through and enter Golgoroth's Cellar.
Rewards: A chance for special and heavy weapons, as well as Antiquated Runes.
Challenge Rewards: A chance for special and heavy weapons at no lower than 310 light and an artifact at no lower than 310 light. For your first time completing the Warpriest Challenge you will earn a CALCIFIED FRAGMENT (1 of 3 Challenge Mode only drops), and the "Worm God's Servant" emblem. (Hard mode challenges will drop at no lower than 320 light.)
GOLGOROTH'S CELLAR
GOLGOROTH'S CELLAR
Nice job beating the Warpriest. Hopefully your new gear is already boosting your light level up!
You are now in Golgoroth's Cellar; a dark treacherous chamber with many obstacles. Within the cellar are pits you can fall into, and pathways to confuse you. There are also hidden rewards for those interesting in finding the loot. For the speed runners, let's start with the maze and how to escape it. From the entry, you'll encounter two large pillars. There is a shortcut to skip the entire maze, which requires you to end your Flawless Raider attempts. If you stand on the second pillar (without passing in front of it) and kill your Guardian on the top of it, you can respawn at the entry to the Golgoroth boss fight. Again, this will cause a death to occur so Flawless runners beware. For those seeking their loot, including a Calcified Fragment, continue reading. If you quick traveled to the end of the maze, move on to the next section.

Alright folks, let's get you through the maze the proper way. The map above lays out the entire cellar after the shortcut pillar.
After passing the two pillars you'll enter a hallway with jagged pillars scattered throughout it. Follow this walkway until you reach a 4-way intersection. From here, make a right turn and progress until you reach the next intersection. Use caution as you approach this junction as there is a pit in the middle of the paths. Carefully make a left turn and continue ahead. Just before the next junction you'll have another pit, offset slightly to the left side of the hall. Avoid this pit and make a left turn. Continue down this hall until you reach another crossroads. You shouldn't have to worry about the pit here,but just to make not of it, careful on your left side and make a right. You should now have a cluster of pillars in your way; carefully jump up and over them until you reach the next crossing with a pit in the middle of it. Jump the pit and continue forward. Pass through the archway of pillars and as you begin to run down a slight hill, jump at the bottom of the hill to avoid the final pit. You should see your destination directly in front of you. For those seeking their treasures, read the info following this map.

CALCIFIED FRAGMENT ALERT! (3 of 5)
This fragment is fairly well hidden, but extremely easy to find. When you enter the maze, take the first left, followed by another left. This should put you facing a large door with rocks and pillars on both sides. Look behind the rubble on the right hand side to find this fragment.
For those wanting to unlock the hidden chest in the center of the maze, first locate the 4 plates marked on the map. From the maze entry; for plate #1 (the hardest to reach) you'll take the first right, then the next left, than another left, pass the first intersection, and at the end of this hallway you'll need to climb the pillars to your right until you reach the tallest pillar in the group. (Use the map for reference of pillar jumping.) Once at the peak, turn toward the large door pull out your ghost. You should see an opening highlights above the door; leap through it. For plate #2, take the first right and then another right. For plate #3, take the first left and then another left. For plate #4 (the longest travel), follow the same path as normally traveling through the cellar. Once you reach the archway of pillars (last intersection), take a right followed by another right. The 4th plate is in the middle of the rubble. To unlock the center door, activate the plates in order a few seconds apart. Make sure you're not touching the plates at all when you start the sequence.
BOSS FIGHT: GOLGOROTH

Golgoroth Challenge: To complete this challenge, EVERYONE will need to hold Golgoroth's Gaze during each damage cycle.
Here's the most commonly used method within our community:

Number yourselves off 1 through 6.. with your gaze holder being #1. Evens go to the right side of the room, odds on the left side. Run everything normally until it's time to deal damage (Explained below in the guide). Your gaze holder will start things off and you begin your damage cycle as normal. As the timer reaches 10 seconds, they'll call it out and #2 in rotation will leave the pit to get behind Golgoroth. (There is a crate on the right side near the bridge walkway, that's where you want to be. Refer to the blue square with a B on the map below.)
The gaze holder will continue to countdown as #2 gets in position to take the gaze. As the countdown reaches 2 seconds, #2 will shoot Golgoroth in the glowing blob on his back to take the gaze. Once the gaze has flipped to #2, everyone will exit the pit and move to their sides and prepare to ping-pong the gaze back and forth from the top of the first flight of stairs (see the Gold Stars on the map below and the image to the right), directly across the pit from each other.
Golgoroth Challenge Positions:
Make sure when you're holding the gaze that you can see Golgoroth's stomach clearly. This will help the axion darts travel in a straight line rather than all over the room.
Every gaze holder will need to shoot the axion darts being shot at them by Golgoroth while the rest of the team moves in rotation. Continue to pass the gaze through the team. As #6 gets the gaze, they can either run a full loop around the back of the arena, or simply move to the entry door and shoot the orbs until the timer runs out. As long as no one dies before the end of the ping-ponging, you can continue. Repeat the process for each damage cycle you do until Golgoroth falls.

Hard Mode Changes:
Similar to the Warpriest, nothing changes too drastically until you actually focus on the boss. When holding the gaze, you will have a 4th axion dart shot at your. In the pit, someone will randomly be given a debuff known as "Unstable Light". This debuff will cause an explosion that kills everyone around you. You'll know you have the debuff due to the green rippled edge around your HUD, and a timer that appears above your weapon bars. Make sure to call out who has the debuff, and that person needs to move away from the team before their timer hits zero.
TEAM SETUP:
3 Guardians Left <> 3 Guardians Right
Titans should be using Weapons of Light bubbles. (If they have the Helm of Saint-14, equip it to aid with controlling adds.)
One of the Warlocks should switch to Stormcaller to aid in add control.
One person will need to be the Gaze Holder (gets Golgoroth's attention during the damage phase)
Weapons to Use:
+ Black Spindle (Continues to shine in this fight, but any high impact sniper rifle is recommended for boss DPS)
+ Machine guns (A solid alternative when you run out of sniper ammo or to defend yourself if you're the Gaze Holder)
+ Scout or Pulse Rifles for add control phases.

You may use a Three of Coins on Golgoroth.
Welcome to the next big ugly beast held by Oryx, the mighty Golgoroth! Fear his stench, know his glowing bits. (Seriously, know what glowing chunk does what.) This fight requires a bit of coordination, but is fairly simple to do once you understand the cycles. As you enter the room, let's take a moment to explain the layout and your plan of attack. Looking toward the center of the room the large sphere dangling from a hook should catch everyone's eye, as well as the large pillar in the back half of the room.
The pillar is known as the Tablet of Ruin, and counts the deaths on your fireteam. As someone dies the pillar will begin to glow and a symbol will light up until the entire tablet is lit up. It takes 6 deaths to fill the tablet, at which point the entire team will begin to go blind (screen fades to nearly black) and be at the mercy of the adds and Golgoroth.
The walkways to the left and right connect at the back of the room behind the large rock formation. The large sphere in the middle of the room will need to be shot down and will summon Golgoroth to start the fight. If you look around the ceiling you'll see 6 hooks similar to the first, and directly below those 6 hooks will be chain links sticking out of the dirt. Smaller spheres will spawn on the hooks when it is time to damage Golgoroth, and breaking the spheres free will send them down to the chain links under them, causing them to burst and create a Pool of Reclaimed Light.

The damage team needs to be standing in these pools to deal full damage on Golgoroth. Behind Golgoroth and the tablet is a large pool of dark water which will be the source of the thrall, while the acolytes and adepts you need to kill spawn from behind the rocks at the back of the upper pathways. Both the left and right walkways have boxes to hide behind while you're dealing with the first waves of adds. Avoid Golgoroth's laser of love (not really love) and kill your adds.
Now that we have the basics layout, let's get right into this.
Shoot down the large sphere and summon Golgoroth. In the back of the room, your first waves of thrall and acolytes will come running down the side walkways. Stand at the safe zones (marked by orange diamonds on the map) and take down the thrall and the three waves of acolytes and adepts that appear. (NOTE: Just like the Warpriest fight, killing an adept will turn all of the acolytes near it into "mini ogres"... try to kill the red bar enemies before the adepts.) Once the adds are all down you can make a run down the walkways to collect any ammo you need. If any adepts survived they may be on the small bridge near the tablet. Kill them without hitting Golgoroth (to avoid pulling the gaze early) and get over to the "Prep Area".
At this point once the adds are clear, it's time to prep for damage. Whoever was the Gaze Holder needs to head to Position A and jump on the highest crate. The rest of the team will now drop down and hide in the cubby directly below the Gaze Holder. GH will switch to a machine gun (or Sleeper Simulant works well) to drop the sphere at L1. When ready, one titan will set their Weapons of Light bubble at the bottom of the small stairs in the cubby. (Use the map for reference.)

Once the bubble is up, the Gaze Holder is clear to drop the sphere first, followed by sniping the glowing chunk on the back of Golgoroth's neck. (This shot can be difficult the first few times, so if you need someone to distract Golgoroth they simply need to go to Position B and shoot Golgoroth in the legs until he turns and gives the GH a clear shot.) Once the gaze has been taken, it's time for the damage team to get to work.
The GH will have a timer right above their super bar, and needs to call out the timer at 10-seconds and start counting down from there. While holding the gaze, the GH will have axion darts being shot at them by Golgoroth. Switch to your machine gun or a high impact primary to shoot these down. While that is going on up top, the damage team in the pit will be standing in the Pool of Reclaimed Light, and dipping in and out of the Weapons of Light bubble while shooting Golgoroth in the glowing patch of his stomach. If there is a tether available, now is the time to hit Golgoroth with it. Damage team will have roughly 20-seconds to deal as much damage as possible. As the GH reachs 2-seconds on their timer, the team will need to exit the pit to their sides.
From this point on, the process is the exact same until Golgoroth has around 30% health left. At that point waves of Taken thrall will begin to flood the room. This is where the Stormcaller will be a huge benefit. Once everyone gets in the pit to deal damage, have the Stormcaller use their super and focus on killing the Taken before they reach the team. You will have a total of four damage rotations to drop Golgoroth before he enrages, causing your screens to go dark and basically killing you. If you have worked well with your team and manage to drop Golgoroth before the 4th damage cycle ends, you'll be rewarded with some sweet loot. Grab the goods, grab some ammo while it's laying around and move through the path in the back of the room (bottom route).
Rewards: A chance for the raid sniper or chest, boots or gauntlets, as well as Moldering Shards and Antiquated Runes.
Challenge Rewards: A chance for armor at no lower than 310 light and an artifact at no lower than 310 light. For your first time completing the Golgoroth Challenge you will earn a CALCIFIED FRAGMENT (2 of 3 Challenge Mode only drops), and the "Devourer of Light" emblem. (Hard mode challenges rewards will drop at no lower than 320 light.)
THE PISTON ROOM and EXOTIC CHEST
Another boss has fallen at your feet... Look at you being all awesome. Nice job!
After defeating Golgoroth and entering the door behind the tablet, you'll enter a mini-maze with two doors in each room. One door leads to a dead end, while the other continues you on your way. Enter the first room and take the door straight ahead of you. In the next room you'll have the option to pick up a Calcified Fragment in left door, or simply move on. If you choose to move on, take the right door and follow the path until you reach the piston room.

CALCIFIED FRAGMENT ALERT! (4 of 5)
If you're seeking your Calcified Fragments, take the left door in the route listed above. Enter the left door and hop up to the ledge on the left of the room. Look down at your feet while facing the doorway and you should see your fragment.
After you reach the piston room, take a moment to adjust your settings for max agility. Before taking the first leap of faith, we'll make a few notes about this room that should help you succeed in progressing with minimal deaths. When jumping from one ledge to the next, aim for the middle of the ledge instead of the wall. Aiming for the walls or using the walls as a guide can cause you to be launched off the ledges due to the wall's curves at the point they meet the ledges. If you're learning this wall for the first time, or even still unfamiliar with the timing of the pistons, take your time and stop at each piston. Once the current piston moves and begins to retract itself, you can prepare to make the next move.
To begin, as you enter the piston room, look to your left. This is the direction you will be heading to exit. On this first ledge, make note of the piston at the end of the ledge. That piston will only activate when someone stands in front of it. From this first ledge you can jump off the left edge to the ledge just below, or fall off the front of the ledge (facing out from the doorway you entered) to the longer ledge farther below. Either way you go, you need to make a jump. If you need the final Calcified Fragment from here, take the front drop.

CALCIFIED FRAGMENT ALERT! (5 of 5)
This final fragment is fairly easy to acquire. Make your way to the lowest ledge directly below where you enter the piston room. Look at the piston. Once the piston moves you can go to the small corner space behind the piston. The fragment is tucked right against the piston frame.
Once you reach your first new ledge, continue to the left. Carefully jump to the next ledge you can see. Once here, wait for the piston to activate and retract before jumping out and around the pipes blocking your path. You'll have plenty of space to land on the next ledge. Once here, continue forward until you reach the large plate on the wide ledge. Be careful not to get hit by the piston while you stand on the plate.
If you want to go for the exotic chest, you'll need to follow a path not visible (explained after the bridge.)

From here, the goal is activate a series of plates to form a bridge to the right side of the room and to the end of the lower ledges. One person will need to stand on the first plate, while two guardians work their way to the next plate. Once activated, one of the two guardians will stay on the plate while the last guardian follows the new path to the final plate. With all three plates active at the same time, the should all light up brightly for a moment and then fade off. Once the light fades the pathway is built and everyone can follow it across and around.
If you've decided to go for the exotic chest, follow this route:
From the large plate you'll need to jump for the tiny ledge on the support pillar in the middle of the room. (If you're looking across towards the right wall, the pillar will be to your right.) There are two small ledges to land on; aim for the top one. Once here, turn your back to the pillar and pull out your ghost. If you look slightly upward you will see a hidden platform. Follow this first platform upward with your ghost out. You'll have another small platform to hop to. Once here, turn to your right and face the pillar again. Look up the pillar for another small ledge. You'll need to double jump to this spot, but be careful as this spot is only wide enough for one person at a time.
When you reach this spot, turn around and face the right wall again. Look slightly up to see another ledge. Double jump to that ledge and follow it to the left. Pull out your ghost again to see another hidden platform. Jump to the platform and move forward until the path curves slightly. At that point, stop and turn around to face the right wall. Look up slightly and you should see a large doorway. Hop into the doorway and head to the back of the room to find the exotic chest. (NOTE: If your fireteam needs the chest as well, be patient before opening it. Once opened the chest will stay available for 5 minutes, at which point anyone who hasn't reached the chest yet will arrive to an empty box.)

After you've collected your loot (and hopefully a shiny new exotic), return to the door and pull out your ghost. Jump back onto the platform. Follow it to the right and hop down to the plate again. (NOTE: There is a faster way to travel through this part of the raid. From the last invisible platform after the exotic chest, you can get a running start and leap for the large spike sticking out near the pillar directly in front of you (if you're looking toward the pistons). If you can make this jump, which most classes can without extra gear (looking at you Hunters using Bones of Eao), you'll skip half of the rooms path.)
Once you return to the plate, follow the path if it's built, or complete the path as described above. Once you cross all the bridges, you'll end of at the far end of the piston wall and will now head to the left. Again, follow the path directly in front of you, leaping out and around any large pipes you have in the way. Once you reach the large pillar you'll need to turn around and look upward. You'll see a ledge with a piston nearby; leap to it. Now turn around and face the large pillar again. Look upward for the next ledge and hop up. From this ledge, you can continue to climb up in a Z pattern until you cannot climb anymore, or you can attempt to jump from this ledge to the final ledge. Regardless of which path you choose, the goal is to reach that final large ledge with lanterns on it. Once you're here, you're one small climbing maze away from the final room.

As soon as the entire fireteam clears the piston room and meets at the large door, you'll have a small hallway to pass through before you reach a small, circular room with rocks and a spire in the middle. There is no right way to climb this section, but use every area you can to climb to the top. Once the team reaches the top and gets to the doorway, the door will open leading to the final boss room.
BOSS FIGHT: DAUGHTERS OF ORYX
Hard Mode Changes: In hard mode, you lose the 30-second cooldown/reset time after you damage the first daughter. Your team must be ready to move immediately.
TEAM SETUP:
3 Guardians will stand on plates 1-3; whatever number they choose will be there plate for the entire fight no matter where it rotates to, unless they become Torn Between Dimensions.
2 Guardians will control the middle walkway and run add control.
1 Guardian will be chosen at random to run the platforms.
Weapons to Use:
+ Touch of Malice (Top choice, but can be replaced with high impact snipers if needed)
+ Black Spindle (A solid second choice of Touch is missing)
+ Machine Guns (Two guardians focusing on a Centurion can drop him quickly)
You've made the climb and now face the Daughters of Oryx, the Deathsingers known as Ir Anuk and Ir Halak. This room is also the location you will face Oryx in the final battle, so let's explain the layout and what to watch for. As you enter the room you'll notice two large platforms on both sides of the walkway, and two more at the front of the room in similar locations to the ones in the back. Above one of those plates will be the relic (this plate will be #4 in rotation for both fights). Near the center of the room you'll find two steps, one for each side, that lead up to two platforms where the Daughters currently reside. Adds will spawn at the 3 locations marked on the map with red circles; the first wave dead center, and the second wave at the two end locations. At the 40-second mark on the countdown clock, vandal snipers will spawn on floating platforms behind each plate (marked as blue dots on the map). All climbing of the ghost platforms will be run counterclockwise.
Now that you know the basic layout and where things are, let's keep this train rolling. To begin the fight, whomever was selected and Torn Between Dimensions will need to jump onto plate #1. (Plate #1 will always be left in rotation from the relic. Use the arrows on the map to show you which plate is #1 based 0n relic location.) All of the plates need to be lit in order, thus the 1,2,3 numbering. The person on plate #1 should jump up with the runner and call out "One is on" as their plate lights up, signaling plate #2 to jump up. Person two makes the same call out and so does person three for their plate. Once you are on your plate DO NOT LEAVE OR JUMP; taking both feet off the plate will cause the path for the runner to fade away, dropping them to the floor. (NOTE: As soon as the first person touches a plate, everyone should see a Hymn of Weaving timer above their super bar, keep an eye on it.) The runner should start climbing the ghost platforms as they appear.
While the plates are being activated, the two people not on plates will need to focus on killing the adds that spawn, specifically targeting the Centurion that spawns with each wave location. One of the non-plate people will need to snipe the vandal sniper for plate #4 at the 40-second mark. Once the adds are cleared from the first group, if you're not already moving to damage the first daughter then both non-plate people should stand back-to-back in the middle and aim at the other two spawn locations for adds. As soon as you see the adds coming in, lob a grenade into the group. If everything went smoothly for the plate holders and the relic runner, than you shouldn't have to worry too much about the second wave of enemies until after you damage the first daughter.
Once the relic runner has reached the relic they need to let the team know they can get off of their plates. The runner needs to jump towards which ever daughter is glowing white, land on her platform, press and hold Square to steal the Brand of Unraveling she holds, and bring it back to the group to deal damage. While the runner is moving to steal the aura, the rest of the team needs to jump on the middle step, below the daughter currently glowing red. (Step across from the daughter glowing white; typically the right step on the very first run if you're facing the front of the room. Refer to location A on the map) If the runner gets back to the step with the aura with 20-seconds or more left on the timer, aim to kill the daughter or get her as low on health as possible. While standing in the aura, using the Touch of Malice's final bullet bonus damage can really melt the daughter's health down.
If you're still dealing damage with 5-seconds left and the daughter has more than 20% health, move your attention to killing adds. Your team can stay on the step, or drop down to the middle of the room and shoot from within the aura. You do not need to kill the daughter in one cycle, so play to your team's comfort with damage. The goal should be to deal at least 60% damage and kill the adds before the aura fades away. When the timer runs out the room will light up and blind you temporarily; the adds are not affected by the light so stay in the aura for protection and keep shooting. As the aura dies down, another person will be randomly selected and Torn Between Dimensions. The easiest way to adjust your teams at this point is to have the previous runner take the new runner's previous position. (If the new runner was on plate 3, the old runner now takes plate 3.)
From the minute the blinding light fades away and the new runner is chosen, your team will have 30-seconds to reset and prepare to run the cycle again. Make sure you're adjusting to the new locations for plates since the relic has likely moved to a new plate. When your team is ready, jump on plate #1 and start the sequence again. Everything is the exact same except this time you'll steal the Brand of Unraveling from the other daughter and stand on the opposite step. When you finally reach the point of killing one of the daughters your plan will change slightly. Once one daughter dies, the next one MUST be killed in the next rotation or your entire team will be killed after the blinding period. When dealing with the last daughter, the entire team should meet on the empty daughter platform, that way all of your shots are directly across the walkway and you're away from the adds.
Once both daughters have been slain, drop down to the middle of the map and collect your (hopefully) sweet loot! As soon as you get your goodies, break out the armor, throw on your brown pants and get ready for the big fight... Oryx awaits.
Rewards: A chance for the raid shotgun, fusion rifle, and class armor, as well as Moldering Shards and Antiquated Runes.
BOSS FIGHT: ORYX, THE TAKEN KING
Oryx Challenge: This happens to be the easiest way to kill Oryx, so we will explain it in the guide. The actual challenge requires you to collect and detonate 16 blight bombs at once. Performing the challenge mode strategy eliminates the infamous "Meteor" phase between damage rounds 1 and 2.
Hard Mode Changes: In hard mode, you have more enemies in all add waves. The biggest and most important of the changes comes when you kill a Light-Eater Ogre... a Light-Eater Knight will spawn in the opposite corner from the Ogre you killed. (Refer to map for details.) Similar to the Vessel of Oryx, they need to be killed before reaching any blight bombs.
TEAM SETUP:
3 Self-Reviving Warlocks; on platforms
2 Defender Titans - One running Blessing of Light, the other running Weapons of Light; located in the middle of the arena.
1 Nightstalker Hunter; Blackhole Tether for orb generation as needed or to tether the Shade of Oryx (explained later)
Weapons to Use:
+ Touch of Malice; still the best choice for damaging Ogres and dealing DPS on Oryx's chest when needed. Ideal for your two Titans.
+ High impact sniper rifles and machine guns, as always. (Black Spindle is not quite the ideal choice, but will definitely do the work.)
+ A high impact scout, or easily controlled Auto Rifle can be substituted for the Touch of Malice.
+ Raze-Lighter; for the runner to use to help kill the Vessel of Oryx even faster.
You've slain the mighty Warpriest, devastated the insatiable Golgoroth, traversed the many pitfalls and puzzles along the way, and even banished his daughters to their own demise... now you face the full wrath of Oryx, The Taken King. Your journey has led to this moment where you must slay the king, once and for all. You already know the basic layout of the room, so let's highlight what will be changing from your encounter with the Daughter of Oryx.
Rather than snipers forming on the outside of your map, you will have Light-Eater Ogres that spawn in order of the platforms. Just as before, reaching the relic is the ultimate goal for the runner. As opposed to the Daughters fight, your team may designate a specific runner for the entire fight! Instead of climbing platforms to deal damage, most of the work will be done along the middle aisle once you've left your plate.
Now that you know the main differences, let's actually explain this intense battle sequence. (NOTE: The recommended light levels noted at the beginning of this guide will really come into play now. If you have a low light member, adjusting the team positions to support that player may be best. The safest place for any low level player is in the middle with a higher light Titan helping damage the ogres, or on plate #2 where they will always have a buddy nearby with plate #1 or plate #3 depending on rotation.) Using the map to the right we can explain where the focused damage should go, as well as rotation.
To start the fight, someone needs to cross the first pair of green posts at the front of the room. At this point, Oryx will finally appear and surveys the team. Moments later thrall will spawn at the front corners of the room. Your Hunter can use these thrall to generate orbs now for anyone needing to charge their supers. To do this, try to collect as many of the thrall as you can near the green posts and shoot a tether (use Blackhold & Light of the Pack) at their feet. This should snare most of the thrall, at which point you can kill them and generate 7-8 orbs.
Once the first wave of thralls has been nearly killed off, two knights will spawn - one on each of the front plates. Kill them quickly and prepare for Oryx to move. (NOTE: Oryx will always start in the front of the room on his first rotation, the back on his second rotation, and front on his third. The fourth rotation typically stays in the front of the ship, but he has been known to glitch and move to the back.) For the plate holders and runner, Oryx will always move to plate #1 in rotation. This piece is very important: whoever jumps on plate #1 first and touches the aura will become the runner. If you're a plate holder and do not want to become the runner, wait for the runner to touch both feet on the plate before you even jump up. Titans should activate their bubbles as soon as Oryx lifts his hand after he slams it on plate #1.
As soon as the runner is Torn Between Dimensions and plate holder #1 is on, they need to let the team know. (Just as you did with the Daughters fight, call out "One is on" and so forth down the rotation.) As soon as the first plate becomes activated, the ogres will start spawning around the room. Ogres will spawn roughly 7-seconds apart (starting the second they start crawling out of their pit) and need to be killed quickly. As an ogre dies they'll leave behind a blight bomb, do not touch these bombs just yet. A wave of adds will spawn with each ogre death; plate holders should focus on the adds while the Titans focus on the ogres. Titans running Touch of Malice can use the Blessing of Light to quickly restore their shields and continue to send damage to the ogres without reloading. Plate holders should only need to throw a grenade at the ogres as they spawn, then focus on add control.
Once all the ogres are down and the relic has been claimed, everyone needs to move to the middle of the room in the Titan bubbles and make sure the Vessel of Oryx is dead. If the runner had their Raze-Lighter equipped before the run, they can drop the Vessel with two Phoenix Uppercuts. While in the middle of the room, clear out any remaining adds and watch for Oryx to slam his fist on plate #1 again. After the slam Oryx will open his chest and the entire team needs to focus damage into the glowing center. (Make sure you're outside of the Titan bubbles when firing.) Touch of Malice is great for this DPS challenge. You will have roughly 5-seconds once his chest is opened to deal enough damage to stagger Oryx. Failure to stagger will result in the team being killed instantly.
With Oryx staggered and your team still in the aura, waves of adds will spawn at the front and back of the room. If you or anyone in the team needs their supers charged, this is a great time for the team to let the thrall enter the aura and gather around you. (Since you're in the aura, you take no damage.) If you wait for Oryx to move and the message above your super bar that says "Oryx regains favor of the Darkness", your Hunter can tether all of thrall and generate a ton of orbs and ammo drops in the middle of the room. Once Oryx returns to the front of the ship, he will create a large blight at the front of the ship, thrall will spawn at the front corners of the room, and two knights will spawn on the front plates. Kill everything and prepare to be transported inside the blight.
Similar to the Regicide mission, this giant blight houses a Shade of Oryx which needs to be killed. One person will be pulled into the blight from the main arena every few seconds until the entire team is inside or the Shade is dead. While inside, focus all shots on the Shade of Oryx as he circles outside the team. While outside, the goal is to eliminate any enemies from reaching the blight as they will enter the room with your fireteam, creating distractions from the objective. At a random point during the cycle inside the blight, the Shade will lift his sword and enter the center with the team. Make sure you call out when the Shade moves in or "charging" so the next person pulled into the blight can instantly jump to avoid being killed. Being struck by the sword can result in an instant death.
As soon as the Shade swings his sword, keep shooting him but let him leave the center before using any supers on him. (NOTE: Tethering him while in the middle or hitting with a super can trigger a second, instantaneous sword swing potentially killing another teammate.) Once the Shade returns to the fog, hit him with a tether if you have one and keep shooting him. Keep on him until he finally falls, at which point the blight will fade from the arena and you will be returned to the main fight. (NOTE: Do not run around after the shade dies because you can accidentally run off the front of the arena or be killed by the fading blight. Odd scenarios, but they can happen.) Failing to kill the Shade of Oryx will result in Doxology, the Shade's way of killing the entire team. Once everyone is out, quickly locate the relic and position your team for the next cycle.
From this point forward, the cycle simply repeats itself through the stagger and Shade phase. Once you reach the 4th round of running the plates, it'll finally be time to detonate the blight bombs. Complete the cycle as you have the previous three times until you stagger Oryx. At this point, the relic holder and one other guardian will need to shoot Oryx's chest to keep it open while the bombs are set off. As soon as Oryx staggers, the team has about 10-seconds to kill any remaining adds before moving to the bomb. The three plate holders and one of the floaters will need to run to their bombs. (NOTE: Quick way to organize this sequence is for the plate holders to return to the plate they were just on. Floater will take plate #4.)
The bomb sequence is the ONLY way to damage Oryx, so timing and communication is absolutely needed. When the adds are clear, someone will need to call for the team to go to their bombs. Everyone detonating bombs needs to run to the bombs, but stop outside of the auras. As each person gets to their bombs, they need to call out they've arrived. Once all 4 have made it to their bombs, the caller will say "step into your bombs", and everyone needs to stand in the aura of all 4 bombs. (If the ogres were kill in roughly the same spot each cycle, this should be easy. If not, make sure you are in contact with all 4 bombs.) The team will wait in their bombs for 4-seconds until their names pop up on the screen, and then they can run back to the aura.
If everything was done correctly, and the aura holder kept Oryx's chest open while the bombs went off, Oryx should go from 100% health to 1% health. At that point, Oryx will move to the front of the arena and the team has one last task.... slay the king. Oryx will open his chest one last time as he tries to kill your fireteam. With no more bombs to use, everyone needs to shoot Oryx in the chest to kill him.
Congratulations! You've just completed the King's Fall raid!
Now that Oryx has fallen, hopefully your light level has grown and your arsenal has been fortified.
Rewards: A chance for primary weapons, class armor or a helmet, as well as Antiquated Runes. There is also a small chance for an exotic weapon to drop as well.
Challenge Rewards: A chance for primary weapons or class armor or a helmet at no lower than 310 light and an artifact at no lower than 310 light. For your first time completing the Oryx Challenge you will earn a CALCIFIED FRAGMENT (3 of 3 Challenge Mode only drops), and the "Of Light and Hunger" emblem. (Hard mode challenges will drop at no lower than 320 light.)
Thank you for viewing our first ever clan made guide! Again, the information used in this guide was gathered from multiple clan raid teams and their experiences. Any information provided here is just one of a number of ways to complete the raid. If you need help or advice, we encourage you to reach out in the King's Fall chatroom in our Band app.
Image Sources:
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Direct links to various pages will be added at a later date.
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