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Master the King's Fall Raid in Destiny 2

King’s Fall, the iconic raid from the original Destiny, has returned in Destiny 2! First introduced in The Taken King expansion back in 2015, the raid takes players aboard the Dreadnaught to face Oryx, the Taken King. Known for its complexity and team-focused mechanics, King’s Fall demands precision, coordination, and full commitment from every Guardian. And yes, this raid features not one, but two infamous jumping puzzles.

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King’s Fall Returns!

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Starting the Raid: Opening the Portal

To begin the raid, your fireteam of six will need to open a portal to the Court of Oryx. This involves collecting six relics and activating statues in the Hall of Souls. Here’s how:

  1. Locate and collect relics:
    • The first two relics appear near the court, atop columns.
    • Remaining relics will spawn progressively farther from the statues.
  2. Activate statues:
    • Two Guardians must place their relics into marked statues simultaneously.
    • The remaining Guardians must shoot at force fields around the statues and defeat Taken enemies.
  3. Repeat the process six times:
    • Be mindful of increasing enemy spawns and force field barriers.
    • If the statue is deactivated due to delay, progress will reset by one step.
  4. Enter the portal:
    • After powering all six statues, the portal opens. Defeat the enemies guarding the area, then pass through to claim your first chest.

Master Difficulty Changes:

  • Reduced time to place relics.
  • Faster deactivation of statues.

First Jumping Puzzle: Tombships

The first jumping puzzle tests each Guardian’s precision and agility. You’ll need to leap across moving platforms and swaying Tombships. Timing and awareness of your subclass’ mobility are crucial here.

Sequence Overview:

  • First section:
    • Platforms appear behind and to the right, then below and to the left.
    • Follow this sequence to reach the midpoint checkpoint.
  • Second section:
    • Jump to the next ship below and to the left.
    • Navigate through a series of disappearing and moving platforms.

Upon reaching the final docking station, you’ll encounter enemies. Two Guardians must activate pressure pads on either side of the dock to lower a force field and allow teammates to progress. Repeat the process to let all Guardians pass through.

Master Difficulty Changes:

  • Smaller platforms are removed, and checkpoints are limited.
  • Any fall resets progress to the starting platform.

Encounter 1: The Warpriest’s Trial

In this encounter, your fireteam splits into two teams to charge the central glyph and open the gateway.

  1. Split into two groups:
    • One group covers the red room, the other covers the blue room.
    • Players in each room must stand under totems to repel enemy waves.
  2. Aura management:
    • A Guardian must collect an energy orb at the entrance to gain an aura, shielding teammates from room damage for 30 seconds.
    • Rotate the aura to another player every 30 seconds to avoid wipes.
  3. Charge the glyph:
    • Players with the Deathsinger’s Power buff must discharge it into the central glyph. This partially unlocks the gate.
    • Repeat the process for about 10 cycles until the gateway is fully charged.

Master Difficulty Changes:

  • Stronger Major Knights spawn in later stages.

Encounter 2: The Warpriest

The Warpriest is the first major boss. Your team must clear enemies, activate platforms, and correctly complete glyph sequences to make the Warpriest vulnerable.

Key Mechanics:

  1. Glyph Sequence:
    • The far side of three monuments will light up in a random order.
    • Stand on the corresponding platforms in the correct sequence to begin the damage phase.
  2. Brand of the Initiate:
    • The Guardian standing on the third platform gains the Brand of the Initiate, allowing nearby teammates to deal damage.
    • The branded Guardian must kill an enemy within 10 seconds to reset the timer, up to five times.
  3. Monument Destruction:
    • After the damage phase, the Warpriest will destroy one of the three monuments. The team must take cover behind remaining monuments to avoid a wipe.

Master Difficulty Changes:

  • The Warpriest gains new attack abilities after each monument is destroyed.

Encounter 3: Golgoroth

In the dark chamber of Golgoroth, teamwork and precise timing are essential. The goal is to utilize light pools to maximize damage.

Key Mechanics:

  1. Summoning Light Pools:
    • Shoot darkness bubbles to create light pools on the ground.
    • A designated Guardian must hold Golgoroth’s Gaze by shooting his back.
  2. Damage Phase:
    • Other teammates attack Golgoroth’s chest from the light pools.
    • Rotate Gaze Holders to maintain consistent damage output.
  3. Avoid Tablet of Ruin Activation:
    • Player deaths activate runes on the Tablet of Ruin. Six activations result in a team wipe.

Master Difficulty Changes:

  • All six players must catch and hold Golgoroth’s gaze each cycle (if he doesn’t die before the cycle ends)
     

Encounter 4:Daughters of Oryx

Is one of the most mechanically intensive encounters in the King's Fall raid. In this stage, Guardians face two Deathsingers on elevated platforms, protected by force fields.
Encounter Mechanics:

  1. Platform Activation:

    • One random player is torn between dimensions and gains the Torn Between Dimensions debuff. This player becomes translucent and can traverse the floating platforms to collect the spark.
    • The rest of the team activates the platforms by standing on them in the correct order, starting counterclockwise from the one adjacent to the spark.
  2. Collecting the Spark:

    • The torn player must jump across platforms to reach the spark, while the rest of the fireteam fends off waves of enemies.
    • The torn player collects the spark and jumps to the platform of the non-spellcasting Deathsinger.
  3. Aura Steal:

    • Upon reaching the Deathsinger, the torn player uses the spark to steal their protective aura. This activates the damage phase for the rest of the team and provides protection from the wipe mechanic.
  4. Damage Phase:

    • All team members stand near the aura carrier to deal damage to the Deathsinger while remaining protected.
    • Only one Deathsinger can be damaged per phase.
  5. Repeat:

    • After the first Deathsinger is defeated, repeat the process for the second Deathsinger. Be mindful of the remaining time, as the aura disappears after the first Deathsinger is downed.

Master Difficulty Changes:

  • The next cycle starts immediately after the aura disappears, leaving little time for regrouping or coordination.
  • Enemies are more aggressive, and adds spawn at a higher frequency.

Final Encounter: Oryx, the Taken King

The raid culminates in a dramatic fight against Oryx, requiring precise coordination and execution.

  1. Torn Between Dimensions:
    • A random player collects the spark and navigates summoned platforms.
  2. Light-Eater Ogres:
    • Four players defeat ogres near platforms, leaving Corrupted Light spheres untouched until needed.
  3. Stealing the Aura:
    • The spark holder disables The Vessel of Oryx and steals its aura, protecting teammates during the damage phase.
  4. Damage Phase:
    • Guardians detonate Corrupted Light spheres to deal massive damage to Oryx. Repeat until Oryx is defeated.

Master Difficulty Changes:

  • Light-Eater Knights attempt to prematurely detonate spheres.

Secret Chests

  1. First Chest: Near the Tombship jumping area, behind a hidden door.
  2. Second Chest: In the dark maze before Golgoroth. Activate four pressure plates in a specific sequence to unlock.
  3. Third Chest: After Golgoroth, use hidden platforms to reach a separate pillar.

Loot Table
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Weapons

Encounter Weapon Type Element
Gate Doom of Chelchis Scout Rifle Void
  Qullim's Terminus Machine Gun Stasis
Totems Doom of Chelchis Scout Rifle Void
  Qullim's Terminus Machine Gun Stasis
Warpriest Smite of Merain Pulse Rifle Arc
  Defiance of Yasmin Sniper Rifle Kinetic
  Qullim's Terminus Machine Gun Stasis
Golgoroth Doom of Chelchis Scout Rifle Void
  Zaouli's Bane Hand Cannon Solar
  Midha's Reckoning Fusion Rifle Arc
  Qullim's Terminus Machine Gun Stasis
Daughters Doom of Chelchis Scout Rifle Void
  Smite of Merain Pulse Rifle Arc
  Zaouli's Bane Hand Cannon Solar
  Defiance of Yasmin Sniper Rifle Kinetic
Oryx Touch of Malice (Exotic) Scout Rifle Kinetic

Armor

Slot Hunter Titan Warlock
Helmet Darkhollow Mask War Numen’s Crown Mouth of Ur
Gauntlets Darkhollow Grasps War Numen’s Fist Grasp of Eir
Chest Armor Darkhollow Chiton War Numen’s Chest Chasm of Yuul
Leg Armor Darkhollow Treads War Numen’s Boots Path of Xol
Class Item Darkhollow Mantle War Numen’s Mark Bond of the Wormlore



Conclusion

King’s Fall is a challenging yet rewarding raid that offers incredible loot and unforgettable encounters. With teamwork and preparation, you can conquer this iconic raid. If you need assistance, professional services are available to guide you through every step.

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