King's Fall: Difference between revisions

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==Walkthrough==
==Walkthrough==
===Hall of Souls===
===Hall of Souls===
[[File:Dreadnaught - Umbral Causeway.jpg|300px|right|thumb|The Hall of Souls.]]
[[File:Dreadnaught - Umbral Causeway.jpg|300px|thumb|The Hall of Souls.]]
This step is easily completed with a full fireteam of six.
This step is easily completed with a full fireteam of six.


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===The Crux and Portico===
===The Crux and Portico===
[[File:DreadnaughtTombShips.png|thumb|right|300px|Hive Tombship jumping puzzle]]
[[File:DreadnaughtTombShips.png|thumb|300px|Hive Tombship jumping puzzle]]
For this part of the Raid, everyone is on their own. You must jump from swinging platforms to the other without falling; if you are a Warlock or a Titan, you can jump to each platform when it is all the way done swinging; for Hunters to do this, they require [[Bones of Eao]] and their double jump modifier set to Higher Jump. Once everyone is across, you reach the Portico.  
For this part of the Raid, everyone is on their own. You must jump from swinging platforms to the other without falling; if you are a Warlock or a Titan, you can jump to each platform when it is all the way done swinging; for Hunters to do this, they require [[Bones of Eao]] and their double jump modifier set to Higher Jump. Once everyone is across, you reach the Portico.  


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===Warpriest===
===Warpriest===
[[File:Hive2.png|thumb|right|300px|The Warpriest]]
[[File:Hive2.png|thumb|300px|The Warpriest]]
The Warpriest will not spawn until you step on all three plates at the same time. Use this as an opportunity to decide who goes on which plate (right, middle, and left). After everyone goes to their assigned plate, have one person step on each plate, and then the Warpriest will spawn. He is initially immune to all attacks and thus will start firing at all [[Guardian]]s in sight with his [[Boomer]] in an attempt to suppress them. Don't be flattered. As the adds spawn, clear them out. When you hear a Knight yell (which is when all the Adepts are dead), a Hallowed melee Knight will spawn for each plate. Kill them fast. Once all three are dead, the Glyph sequence starts. Have one person call out the sequence. (Most often, the first sequence is either left, middle, right; or left, right, middle.) If you take too long to start the Glyph sequence or you fail it too many times, the Warpriest will summon a Wormstone Idol to reject the Initiate, therefore wiping the team. But if pulled off correctly, the person who stepped on the last plate will get the "Brand of The Initiate." This brand is the only way to inflict damage on the Warpriest; when their timer is at three seconds (stacks for 5 times), kill an add or the one with the brand will die, while the remaining five unload all their weapons' fire on the Warpriest. If the one holding the Brand dies, then the brand will be transferred to someone else. It is recommended that in order to start the damage phase, there should be a Nightstalker to tether the Warpriest so that the team will have an easier time firing at the Warpriest. This is a fight where [[Black Spindle]] would come in real handy.  
The Warpriest will not spawn until you step on all three plates at the same time. Use this as an opportunity to decide who goes on which plate (right, middle, and left). After everyone goes to their assigned plate, have one person step on each plate, and then the Warpriest will spawn. He is initially immune to all attacks and thus will start firing at all [[Guardian]]s in sight with his [[Boomer]] in an attempt to suppress them. Don't be flattered. As the adds spawn, clear them out. When you hear a Knight yell (which is when all the Adepts are dead), a Hallowed melee Knight will spawn for each plate. Kill them fast. Once all three are dead, the Glyph sequence starts. Have one person call out the sequence. (Most often, the first sequence is either left, middle, right; or left, right, middle.) If you take too long to start the Glyph sequence or you fail it too many times, the Warpriest will summon a Wormstone Idol to reject the Initiate, therefore wiping the team. But if pulled off correctly, the person who stepped on the last plate will get the "Brand of The Initiate." This brand is the only way to inflict damage on the Warpriest; when their timer is at three seconds (stacks for 5 times), kill an add or the one with the brand will die, while the remaining five unload all their weapons' fire on the Warpriest. If the one holding the Brand dies, then the brand will be transferred to someone else. It is recommended that in order to start the damage phase, there should be a Nightstalker to tether the Warpriest so that the team will have an easier time firing at the Warpriest. This is a fight where [[Black Spindle]] would come in real handy.  


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===Golgoroth's Cellar===
===Golgoroth's Cellar===
[[File:Destiny Golgoroth Emerges.jpg|thumb|right|300px|Golgoroth emerges]]
[[File:Destiny Golgoroth Emerges.jpg|thumb|300px|Golgoroth emerges]]
After defeating The Warpriest you will go through the portal and end up in [[Golgoroth's Cellar]] and will have to traverse a maze to get to the boss. Once your fireteam reaches the exit a door will open and you will be able to fight [[Golgoroth]]. Start the fight by shooting the orb hanging from the ceiling and Golgoroth will spawn with lots of [[Thrall]]s, [[Cursed Thrall]]s, [[Acolytes]] and Adept Acolytes. As the fight continues, the Hive will be gradually replaced with Taken. Beware of the [[Taken Phalanx]]es that appear in the lower level, as they will try to push players out of their damage dealing positions.
After defeating The Warpriest you will go through the portal and end up in [[Golgoroth's Cellar]] and will have to traverse a maze to get to the boss. Once your fireteam reaches the exit a door will open and you will be able to fight [[Golgoroth]]. Start the fight by shooting the orb hanging from the ceiling and Golgoroth will spawn with lots of [[Thrall]]s, [[Cursed Thrall]]s, [[Acolytes]] and Adept Acolytes. As the fight continues, the Hive will be gradually replaced with Taken. Beware of the [[Taken Phalanx]]es that appear in the lower level, as they will try to push players out of their damage dealing positions.


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===Threshold===
===Threshold===
[[File:Destiny TK Threshold.jpg|thumb|right|300px|Threshold]]
[[File:Destiny TK Threshold.jpg|thumb|300px|Threshold]]
After leaving the Transept, you will encounter a small jumping puzzle. Complete it to advance to the next part, the Daughters' of Oryx fight. One random player will be torn between dimensions. All players except two, who will be helping with the adds, must be on a plate. There is one in each corner of the threshold. They must step on each plate in a counterclockwise order.  
After leaving the Transept, you will encounter a small jumping puzzle. Complete it to advance to the next part, the Daughters' of Oryx fight. One random player will be torn between dimensions. All players except two, who will be helping with the adds, must be on a plate. There is one in each corner of the threshold. They must step on each plate in a counterclockwise order.  


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===Confronting Oryx===
===Confronting Oryx===
[[File:OryxKingsFall.jpg|thumb|right|300px|Oryx, the Taken King]]
[[File:OryxKingsFall.jpg|thumb|300px|Oryx, the Taken King]]
Before spawning Oryx there will be a black orb at the end of the room. Approaching it begins the fight so take this time to talk strategy and gear up accordingly. When you approach the orb, Oryx appears much larger than before. A Relic similar to the daughters' one appears, and the same counter-clockwise pattern of platforms begins. The difference is two people jump on the first platform with the first one touching it becoming torn. Choose the most parkour savvy party member to do the platforming. While you stand on the platforms, [[Light-Eater Ogre]]s spawn ( with [[Light-Eater Knight]]s on hard mode) in the order of platforms you should stand on. The two people on Add control will need to ''kill the Ogres''. They are problematic, and you need to kill them to spawn orbs of corrupted Light to damage Oryx. (And it's crucial to kill the Light-Eater Knights after dealing with the Orges, because they will steal the orbs that were dropped).
Before spawning Oryx there will be a black orb at the end of the room. Approaching it begins the fight so take this time to talk strategy and gear up accordingly. When you approach the orb, Oryx appears much larger than before. A Relic similar to the daughters' one appears, and the same counter-clockwise pattern of platforms begins. The difference is two people jump on the first platform with the first one touching it becoming torn. Choose the most parkour savvy party member to do the platforming. While you stand on the platforms, [[Light-Eater Ogre]]s spawn ( with [[Light-Eater Knight]]s on hard mode) in the order of platforms you should stand on. The two people on Add control will need to ''kill the Ogres''. They are problematic, and you need to kill them to spawn orbs of corrupted Light to damage Oryx. (And it's crucial to kill the Light-Eater Knights after dealing with the Orges, because they will steal the orbs that were dropped).