King's Fall
King's Fall | |
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Information | |
Location | Dreadnaught, Rings of Saturn |
Players | 6 |
Recommended Power | 1550 |
Enemies | Hive, Taken |
Boss | Warpriest (Knight) Golgoroth (Ogre) Oryx, the Taken King |
Expansion | ![]() |
Description | Long live the King… |
King's Fall is a raid added in the Season of Plunder, released on August 26, 2022. It was originally the third raid released for Destiny, taking place on the Dreadnaught. It has been remastered from its original appearance. It can be launched from the Legends node in the Destinations map in the Director. King's Fall is free to all players.
Hall of Souls
Objective
Open the portal to the Dreadnaught interior.
Description
The fireteam arrives in the Hall of Souls. In front of them is a large hall lined with six Hive statues. Before the hall are two Hive Relics atop lanterns. Two players must pick up these Relics simultaneously. Doing so spawns enemies and creates Taken Blight barriers blocking the doorways. Players who are not carrying Relics must destroy the Blights and protect the Relic carriers.
The Relic carriers must bring the Relics to the currently illuminated statue in the central hall and dunk them within five seconds of each other. Dunking the Relics successfully causes two new Relics to spawn further out in the side areas (one left, one right). A timer starts as soon as one Relic is picked up; if the timer expires before both are dunked, the Relics respawn.
The fireteam should split into three groups of two: one team stays in the central hall to clear enemies and destroy Blight barriers, while the other two teams (one left, one right) locate their respective Relic, escort the carrier back, and dunk simultaneously. This process repeats, with Relics spawning further away each time, until all six statues are activated. This opens the large portal at the end of the hall. Defeat the remaining enemies and enter the portal.
Portico
Objective
Cross the chasm using the Tomb Ships.
Description
After the portal, players must cross a small gap using large swinging pendulums. Beyond this lies a large cavern with Hive Tomb Ships moving along set paths. The fireteam must jump onto the first ship together.
The ships despawn after a time, requiring players to jump from one ship to the next. The path involves several transfers:
- Jump onto the initial ship.
- Jump to a ship approaching diagonally from the right rear.
- Jump to a ship approaching from the front right.
- Jump to a ship approaching from the front left.
- Jump onto a stable platform for a checkpoint.
From the checkpoint platform:
- Jump onto the ship spawning to the right.
- Jump forward to the next ship.
- Let the subsequent ship pass overhead (duck or stay back).
- Jump forward to the next ship.
- Jump forward again.
- Jump forward to a final ship that appears at the last moment.
- Jump off onto the docking platform.
Clear the enemies on the final platform. Proceed to the next area where another Tomb Ship waits near two pressure plates. Two players must remain behind, one on each plate, to lower a barrier allowing the other four to cross on the ship. On the far side, two players stand on similar plates to lower the barrier again, allowing the first two players to cross and rejoin the team. Proceed through the gravity lift to the next encounter.
Totems

Objective
Charge the central plate by depositing Deathsinger's Power.
Description
This encounter takes place in a large room called the Basilica, with a central plate before a large sealed door, flanked by two side rooms (left and right). Each side room contains an Annihilator Totem. If a Totem is left unattended for more than a few seconds, it glows red and wipes the fireteam. Standing in the side rooms also inflicts a stacking poison debuff unless protected by a Brand aura.
The goal is to charge the central plate by depositing stacks of Deathsinger's Power. This buff is gained by getting kills while holding either the Brand of the Weaver (right side) or Brand of the Unraveler (left side). These Brands are initially obtained by picking up orbs near the entrances to the side rooms.
Holding a Brand creates a protective aura against the poison and allows the holder to gain Deathsinger's Power stacks from kills. However, the Brand has a 30-second timer; if it expires, the holder dies. To prevent this, another player must take the Brand using the Brand Claimer buff. This buff drops from Blightguard Taken Knights that spawn on the balconies in the central room after a Hive Wizard is defeated there. Picking up the Brand Claimer buff allows a player to approach a Brand holder and hold the interact key to steal their Brand, resetting the timer.
The encounter follows a rotation:
- Split into two teams of three (left and right).
- One player per side grabs the initial Brand and goes to their Annihilator Totem, getting kills to stack Deathsinger's Power.
- Another player per side kills the Wizard and Blightguard on their respective balcony, picks up Brand Claimer, and goes to the Totem room.
- The Brand Claimer takes the Brand from the holder just before the timer expires. The new Brand holder now stays under the Totem and gets kills.
- The previous Brand holder, now with Deathsinger's Power stacks, goes to the central plate and stands on it until all stacks are deposited. This charges the runes on the door.
- The player who just deposited stacks then goes to the balcony, kills the Wizard and Blightguard, gets Brand Claimer, and prepares to take the Brand from the current holder.
- This cycle repeats. Unstoppable Ogres spawn periodically at the central plate and must be dealt with.
Once enough Deathsinger's Power (around 200-250 stacks total) is deposited, the central door opens. Collect loot from the central plate and proceed.
The Grass is Always Greener
To complete the Totems challenge, a player cannot hold the same Brand type (Weaver or Unraveler) twice in a row. This forces players to swap sides after depositing Deathsinger's Power.
Warpriest

Objective
Defeat the Warpriest.
Description
The Warpriest is the first major boss, located in an arena with three large monoliths, referred to as Tombstones (left, middle, right), each corresponding to a plate.
Split the team into three pairs, assigning each pair to a plate (left, middle, right). Start the encounter by having all three pairs step on their plates simultaneously. Clear waves of Hive enemies. Eventually, a Major Hive Knight will spawn near each plate. Defeating all three Knights begins the Glyph sequence.
To read the Glyphs:
- The middle plate player steps on their plate and looks at the back of the left and right Tombstones for a white glow. If neither glows, the sequence starts with the middle plate. They call out the starting plate (Left, Middle, or Right) and step *off* their plate.
- The player assigned to the called-out starting plate steps onto their plate and stays there. They then look for the next glowing Tombstone and call out the second plate.
- The player assigned to the second plate steps onto their plate and stays there.
- The player assigned to the third (last) plate steps onto their plate.
Once all three plates are activated in the correct sequence, the player on the *third* plate receives the Brand of the Initiate buff for 20 seconds. This creates a red aura; only Guardians inside this aura can damage the Warpriest. The entire team should quickly group up within the aura (a common spot is under the ledge between the middle and right Tombstones) and begin DPS. Use powerful long-range weapons like Linear Fusion Rifles or Sniper Rifles. Divinity is helpful for creating a large critical spot.
The Brand of the Initiate timer will kill the holder if it expires. To extend the DPS phase:
- As soon as the Brand is acquired, Blightguard Taken Knights spawn near the plates that *did not* start the sequence.
- One designated player (Knight Slayer) quickly finds and kills a Blightguard, then picks up the Brand Claimer buff it drops.
- The Brand holder counts down their timer. At 1-2 seconds remaining, the player with Brand Claimer holds interact near the Brand holder to steal the Brand, resetting the timer and saving the previous holder.
- A second designated Knight Slayer finds and kills the *other* Blightguard, gets Brand Claimer, and prepares to steal the Brand from the current holder just before their timer expires.
After two extensions (three Brand holders total), the Brand expires safely. The Warpriest then initiates the Oculus, a room-wide wipe attack. The entire team must quickly gather together and hide in the shadow cast by *one* of the Tombstones. This destroys the Tombstone but saves the team. Using different Tombstones for cover splits the team and destroys multiple Tombstones at once, shortening the fight unnecessarily.
Repeat the entire cycle: clear adds, kill Major Knights, read Glyphs, DPS with Brand swapping, hide behind a remaining Tombstone. Taken enemies replace Hive after the Warpriest loses some health. The fight must be completed before running out of Tombstones (maximum four damage phases).
Devious Thievery
To complete the Warpriest challenge, players must steal the Brand of the Initiate within five seconds of picking up the Brand Claimer buff from the Blightguard.
Golgoroth's Cellar
Objective
Navigate the maze to reach Golgoroth.
Description
This is a dark labyrinth. From the entrance after Warpriest, the path to the exit is generally: Right, Left, Left, Right, Forward towards a large door. Watch out for pits. All fireteam members must reach the exit door for it to open.
A hidden chest can be found in this maze by activating five hidden pressure plates in a specific sequence. The sequence is: Bottom Right, Top Left, Bottom Left, Middle Left (high up), Top Right (relative to maze start). This spawns a chest near the maze's center.
Golgoroth

Objective
Defeat Golgoroth.
Description
Golgoroth is a large Ogre fought in a rectangular arena with a central pit. Orbs hang from the ceiling above the pit. Start the encounter by shooting the large orb hanging above the center of the pit.
Assign roles: four players as Damage Dealers (DPS) and two players as Taunters (Tanks). First, clear the initial waves of Hive enemies.
The DPS phase works as follows:
- One Taunter shoots the large glowing wound on Golgoroth's back with a high-damage weapon (Sniper or Linear Fusion Rifle work well). This grants them Golgoroth's Gaze for 20 seconds. Golgoroth will focus attacks on this player.
- The Taunter with the Gaze must constantly shoot the seeking Axiom Darts Golgoroth fires at them and position themselves so Golgoroth's *stomach* critical spot faces the DPS team in the pit.
- The four DPS players shoot down one of the orbs hanging from the ceiling. This creates a Pool of Reclaimed Light on the pit floor.
- DPS players jump into the pool and shoot Golgoroth's exposed stomach critical spot. Standing in the pool grants a significant damage buff.
- Just before the first Taunter's Gaze timer expires (around 1-2 seconds remaining), the *second* Taunter shoots Golgoroth's back to take the Gaze.
- The second Taunter repositions to keep the stomach crit facing the team. The first Taunter can now help with DPS or add clear.
- The DPS team shoots down the *next* ceiling orb (they spawn in a zig-zag pattern: left, right, left, etc.) and moves to the new Pool of Reclaimed Light to continue damaging Golgoroth.
- Taunters continue swapping the Gaze just before the timer expires, and the DPS team continues dropping orbs and moving between pools.
There are six orbs total per cycle. The DPS phase ends when either all six orbs are used or the Taunters fail to swap the Gaze in time.
Two additional mechanics:
- Unstable Light: A random player standing in a Pool of Reclaimed Light will receive this debuff, indicated by a green screen hue and a timer. Before the timer expires, this player must move away from the team, as they will explode, killing nearby allies (but not themselves). The explosion can damage Golgoroth if detonated nearby.
- Tablet of Ruin: Located at the back of the arena. Each time the DPS team fails to destroy a ceiling orb during a damage phase, the tablet gains a stack. Reaching six stacks wipes the team.
After the DPS phase ends, adds respawn. Clear them out, regain ammo, and repeat the cycle until Golgoroth is defeated.
Gaze Amaze
To complete the Golgoroth challenge, the player currently holding Golgoroth's Gaze must be standing inside a Pool of Reclaimed Light when the *other* player takes the Gaze from them.
Transept
Objective
Cross the chasm with the piston walls.
Description
This jumping puzzle involves navigating narrow ledges along walls fitted with large pistons that periodically thrust outwards, potentially knocking players into the chasm.
Head left from the entrance, carefully avoiding pistons. Reach a pressure plate. One player must stand on this plate to activate temporary platforms leading across the chasm. Send the rest of the team across. Subsequent plates are found along the path, each requiring a player to stay behind to keep platforms active for others. Once the final plate is reached and activated by the last player, the platforms become permanent, allowing everyone to regroup.
Continue along the piston walls, jumping upwards and along ledges until reaching a large door. Once the entire fireteam gathers, the door opens, leading to a short vertical jumping puzzle and then the arena for the next encounter.
Daughters of Oryx

Objective
Defeat the Daughters of Oryx, Ir Halak and Ir Anûk.
Description
This encounter takes place in the same arena as the final boss fight. There are four main plates at the corners (commonly called L1/R1 near the entrance, L2/R2 near the back/Saturn) and two central raised platforms where the Daughters stand.
Assign roles: four Plate Holders (one for each plate) and two Floaters. Floaters clear adds and substitute for Plate Holders who become Torn Between Dimensions.
Start the fight by killing the Knight standing on one of the plates. One Daughter will begin singing (Dirge of Unraveling or Hymn of Weaving), starting a two-minute wipe timer. The goal is to build a buff, steal the *other* Daughter's protective aura, and kill her before the timer runs out.
The core mechanic involves a player becoming Torn Between Dimensions. This happens randomly after the first plate is activated.
- Locate the plate that is currently glowing green (this is the starting plate). The assigned Plate Holder jumps on it.
- A random player becomes Torn Between Dimensions (screen goes hazy, cannot shoot). The Torn player must go to the starting plate.
- From the starting plate, the Torn player (and others on the plate) can see a Taken orb floating above one of the *other* three plates. The location of this orb/plate must be called out.
- The Plate Holder assigned to the called-out destination plate jumps onto their plate. (If the Torn player was assigned to this plate, a Floater must jump on instead).
- If the correct two plates are active, a sequence of spectral platforms (an Ascendant path) appears, visible only to the Torn player.
- The Torn player jumps across the path and collects the orb (a "piece of the Blightguard"). As soon as the orb is collected, everyone *must* jump off their plates immediately.
- A new plate glows green, a new player becomes Torn, and the process repeats.
This cycle must be completed three times. On the third time, collecting the orb grants the Torn player the Brand Claimer buff (also referred to as Blightguard or Brand Stealer in this context).
The player with the Brand Claimer must quickly go to the Daughter who is *currently shooting* (not the one singing) and hold interact to steal her protective aura (Aura of Weaving or Aura of Unraveling). This makes that Daughter vulnerable to damage and creates an invulnerability shield around the Brand Claimer.
The entire team must immediately group up inside this aura (often on the small ledge below the *singing* Daughter's platform, offering a diagonal shot at the vulnerable one) and DPS the vulnerable Daughter. The faster the three Torn phases were completed, the more time is available for DPS before the singing Daughter's wipe mechanic occurs. Gjallarhorn combined with Legendary Rocket Launchers is highly effective here.
After the DPS phase (or if a Daughter is killed), the cycle repeats. The key constraint is that once one Daughter is killed, the *other* Daughter *must* be killed in the *next* DPS phase, or the team wipes. It might be strategic to leave the first Daughter with a sliver of health if DPS is low.
Under Construction
To complete the Daughters challenge, during a single Blightguard-piece-gathering phase (one Torn player's run), no player (except the Torn player) may stand on the same plate more than once. This means if L1 is the start and R2 is the end, the player on L1 cannot then step on R2 if R2 becomes the start plate in the next sequence within that same phase. Floaters become crucial.
Oryx, the Taken King

Objective
Defeat Oryx, the Taken King.
Description
The final battle uses the same arena and many mechanics from the Daughters fight. Assign the same roles: four Plate Holders, two Floaters. Approach the front of the arena to summon Oryx.
Initial Phase:
- Kill the Taken Knights that spawn on each of the four plates.
- Oryx will move to one of the four plates and slam his fist. The plate he slams glows green; this is the starting plate for the Torn Between Dimensions sequence.
- The Plate Holder for the slammed plate jumps on. A random player becomes Torn.
- Proceed with the Torn Between Dimensions sequence exactly like the Daughters fight (Torn player goes to starting plate, identifies orb location, destination Plate Holder jumps on, Torn player traverses Ascendant path, collects Blightguard piece). Repeat this three times.
Ogres and Knights Phase (Concurrent with Torn phase):
- Shortly after the first Torn player collects their Blightguard piece, Light-Eater Ogres begin spawning, one next to each plate, typically in a counter-clockwise order starting from Oryx's position.
- Kill each Ogre quickly. They drop a large black orb called Corrupted Light. Do NOT touch these yet.
- When an Ogre dies, a Light-Eater Knight spawns diagonally across the arena from the Ogre's spawn point. These Knights will run towards the Corrupted Light bomb dropped by their corresponding Ogre. They MUST be killed before they reach and consume the bomb.
Vessel of Oryx Phase:
- After the third Blightguard piece is collected, the Torn player interacts with it to gain the Brand Claimer buff.
- A special Knight, the Vessel of Oryx, spawns and moves down the center. It possesses the Aura of Immortality.
- The player with Brand Claimer must steal the Aura of Immortality from the Vessel (hold interact), then kill the Vessel. This aura protects nearby players.
Damage Phase:
- Shortly after the Vessel's aura is stolen, Oryx will begin charging a wipe attack ("Oryx calls upon the darkness").
- The four players assigned to plates must *simultaneously* run into their respective Corrupted Light bombs left by the Ogres. They must stand inside until the text feed confirms "[Player Name] has detonated a Corrupted Light".
- Immediately after seeing their name, these players must run back to the center of the arena and get inside the Aura of Immortality held by the former Brand Claimer. Anyone outside the aura when the bombs detonate will die.
- The coordinated detonation stuns Oryx, opening his chest to reveal a large critical spot.
- The entire team, protected by the aura, unloads DPS into Oryx's chest. Linear Fusion Rifles, Sniper Rifles, and Supers are effective. Keep firing continuously to maximize the stun duration. The more bombs successfully detonated, the longer the stun/DPS window.
Intermission Phase: After the DPS phase, Oryx performs one of two random attacks:
- Bomb Barrage: Oryx launches tracking projectiles at players. Keep moving (running laps around plates/arena) to avoid them. Killing Taken Knights that spawn on the front two plates ends the barrage early.
- Shade of Oryx: Oryx summons a Blight dome at the front. Players are teleported inside one by one to fight a Shade of Oryx. Kill the Shade quickly before it wipes the team. Once defeated, everyone returns to the main arena.
Repeat Cycle: After the intermission, the entire process repeats: Oryx slams a plate, Torn sequence, Ogres and Knights spawn, steal Vessel's aura, detonate bombs, DPS Oryx, survive intermission.
Final Stand: When Oryx's health reaches the final segment (approx. 25%), he moves to the front of the arena for his last stand. His chest remains open and vulnerable.
- Two Light-Eater Ogres spawn sequentially (usually R2 then L2). Kill them quickly. They drop Corrupted Light bombs (no Knights spawn this time).
- Oryx will periodically attempt his wipe mechanic ("Oryx calls upon the darkness").
- One designated player must run into *one* of the Corrupted Light bombs to detonate it, staggering Oryx and interrupting the wipe, buying more DPS time.
- Continue damaging Oryx. When he attempts the wipe again, detonate the *second* bomb.
- Defeat Oryx before he wipes the team after the second bomb detonation fails to kill him.
Hands Off
To complete the Oryx challenge, no player may kill the same Light-Eater Ogre or Light-Eater Knight more than once *throughout the entire encounter*. This requires careful tracking and potential role swaps between cycles.
Rewards
- All non-Adept Legendary weapons that drop from this raid have Weapon Patterns that can be learned through Deepsight Resonance extractions, allowing them to be Shaped.
Harmonic Alloys are needed to craft them, and can be obtained by dismantling craftable Legendary weapons obtained from raids.
- Completing the last encounter will grant access to Dreadnaught's Riches, a vendor that allows players to purchase raid weapons and armor for
Spoils of Conquest if they have been acquired in Collections. The first weapon purchased from the vendor in a given week will be guaranteed to have Deepsight Resonance.
- Completing a challenge on Normal difficulty will reward double loot for the encounter the challenge is active on. Completing a challenge on Master difficulty will reward an Adept weapon.
- A hidden chest requiring activation of three specific Hive symbols throughout the raid rewards a guaranteed Deepsight Resonance weapon upon completion.
Hall of Souls
One weapon or armor item drop is rewarded from completing this encounter.
Totems
One weapon or armor item drop is rewarded from completing this encounter.
Warpriest
One weapon or armor item drop is rewarded from completing this encounter.
Golgoroth
One weapon or armor item drop is rewarded from completing this encounter.
Daughters of Oryx
One weapon or armor item drop is rewarded from completing this encounter.
Oryx, the Taken King
One weapon or armor item drop is rewarded from completing this encounter. This encounter can drop any of the weapons and armor that drop from the previous encounters. The Exotic Scout Rifle, Touch of Malice Touch of Malice, can also drop from this encounter, with the drop chance increasing with each clear.
Adept Weapons
Adept versions of the Legendary raid weapons are identified by "(Harrowed)" appended to their names. They can only be obtained by playing on Master difficulty. Completing a Challenge on Master difficulty will reward an Adept weapon. Additional rolls of the Adept weapons can be purchased from the Dreadnaught's Riches vendor on Master difficulty for Spoils of Conquest, if the player has those weapons unlocked in Collections.
Although they cannot be crafted, performing a Deepsight Resonance extraction on an Adept weapon will count toward unlocking the Weapon Pattern for the normal version of that weapon.[1]
Triumph Rewards
These rewards are obtained by completing specific triumphs.
- King No More: Complete the King's Fall raid.
- Tyrant: Complete the King's Fall raid on Master difficulty.
- Ancient Wisdom: Find all hidden chests in the King's Fall raid.
- Sundered Flesh: Complete the King's Fall raid challenge Triumphs.
- Ossified Skycarver: Complete all Triumphs for the Kingslayer Seal.
- Ossein Earthcarver: Complete the King's Fall raid flawlessly (no deaths for the entire fireteam).
Raid Mods
These mods can only be equipped on armor obtained from this raid. Their perks are only active when in the raid.
Patch History
- 6.3.0.4[2]
- 6.2.0.6[3]
- Fixed an issue where the Daughters of Oryx were taking extra damage from Rocket Launchers and other sources.
- Fixed an issue where players were able to survive certain wipe mechanics throughout the activity.
- Fixed an issue where players could sometimes spawn behind doors during the Warpriest encounter.
- 6.2.0.3[4]
- Fixed issues where players could repeatedly die when revived during the Basilica and Oryx encounters while the encounter wipe happens.
- Fixed an issue where the Overzealous Triumph requirement was unclear and could not be completed.
- Fixed an issue where the selection of the rune during The Crux section of King’s Fall would prevent completion of the secret Deepsight weapon chest puzzle.
- Fixed an issue where the King's Fall carries stat was not being incremented.
- Fixed an issue where the following buffs and debuffs were missing icons:
- Aura of the Unraveler
- Aura of the Weaver
- Unstable Light
- Channeling Corrupted Light
- 6.2.0.2[5]
- Fixed an issue where DPS for Golgoroth sometimes didn't end properly.
- Fixed an issue where King's Fall Carries stat tracker mentions Seasonal carries instead of weekly carries.
- Fixed an issue where total badge count was incorrect.
- Fixed an issue where a very loud sound plays when a team wipes to Golgoroth's Drained of Light mechanic.
References
- Jump up ↑ "Destiny 2 Update 4.1.0" Bungie, posted by Bungie, 24 May 2022, https://www.bungie.net/en/Explore/Detail/News/51380. wikipage
- Jump up ↑ "Destiny 2 Hotfix 6.3.0.4" Bungie, posted by Destiny 2 Dev Team, 18 Jan. 2023, https://www.bungie.net/7/en/News/article/hotfix_6_3_0_4. wikipage
- Jump up ↑ "Destiny 2 Hotfix 6.2.0.6 " Bungie, posted by Timonx25, 22 Sep. 2022, https://www.bungie.net/en/Explore/Detail/News/51785. wikipage
- Jump up ↑ "Destiny 2 Hotfix 6.2.0.3" Bungie, posted by Destiny Dev Team, 13 Sep. 2022, https://www.bungie.net/en/Explore/Detail/News/51773. wikipage
- Jump up ↑ "Destiny 2 Hotfix 6.2.0.2" Bungie, posted by Timonx25, 1 Sep. 2022, https://www.bungie.net/en/Explore/Detail/News/51745. wikipage