King's Fall: Difference between revisions

KF Destiny 2 changes added, will do other fights later. Maybe we should make a separate guide page for the D1 and D2 versions? I dunno.
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(KF Destiny 2 changes added, will do other fights later. Maybe we should make a separate guide page for the D1 and D2 versions? I dunno.)
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'''King's Fall''' is the [[raid]] of ''[[The Taken King]]'' expansion. It was unlocked on September 18, 2015, three days after the expansion's release. King's Fall will take players into the furthest depths of the [[Dreadnaught]] and serve as the conclusion to the [[Taken War]] storyline.
'''King's Fall''' is the [[raid]] of ''[[The Taken King]]'' expansion. It was unlocked on September 18, 2015, three days after the expansion's release. King's Fall will take players into the furthest depths of the [[Dreadnaught]] and serve as the conclusion to the [[Taken War]] storyline.


Unique among raids, King's Fall features not only a normal and Heroic mode, but also challenge modes like those in the [[Prison of Elders]].
Unique among raids, King's Fall in Destiny 1 features not only a normal and Heroic mode, but also challenge modes like those in the [[Prison of Elders]].


Note that if one wants to obtain the drops needed to obtain [[Touch of Malice]], they should have the quest [[The Old Hunger]] active before starting the raid.
Note that if one wants to obtain the drops needed to obtain [[Touch of Malice]] in Destiny 1, they should have the quest [[The Old Hunger]] active before starting the raid.
 
King's Fall was reintroduced as a reprised raid in Destiny 2's [[Season of Plunder]], on August 26th 2022.


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


#Separate the team into three groups of two.
#Separate the team into three groups of two.
#Two people pick up the two Relics (which appear as Tomb Husks) and wait as the rest of the fireteam destroys the center gate. Take out all enemies and locate the statue with another Relic. Both people must hold Square (''on PS3/4'') or X (''for Xbox 1 or 360'') and slam their Relics into the statue at roughly the same time. Too much time between deposits will cause the previous statue to fall silent.
#Two people pick up the two Relics (which appear as Tomb Husks) and wait as the rest of the fireteam destroys the center gate. Take out all enemies and locate the statue with another Relic. Both people must interact to slam their Relics into the statue at roughly the same time. Too much time between deposits will cause the previous statue to fall silent.
#This is where the three groups of two split comes in handy. Two people go left, two people go right and two people stay and take out all enemies in the center. As you travel either left or right you will encounter a Relic. For both sides one person must be a gunner and the other one a Relic holder. The gunner's duty is to guide the Relic holder back to the statues, distracting enemies and destroying shield gates on the way.
#This is where the three groups of two split comes in handy. Two people go left, two people go right and two people stay and take out all enemies in the center. As you travel either left or right you will encounter a Relic. For both sides one person must be a gunner and the other one a Relic holder. The gunner's duty is to guide the Relic holder back to the statues, distracting enemies and destroying shield gates on the way.
#After both relic holders locate the statue and activate the second Relics more Relics will appear, this time further away than last time. The whole team must repeat Step 3 until both Relics are placed into all six statues, thus being six rounds.
#After both relic holders locate the statue and activate the second Relics more Relics will appear, this time further away than last time. The whole team must repeat Step 3 until both Relics are placed into all six statues, thus being six rounds.
#After the team successfully activated all statues, a portal will open in the Court of Oryx and enemies will come out. Kill them all and proceed into the gate. Once passed, a chest containing mostly moldering shards will appear (varies between different Raids). The chest cannot be opened until the whole fireteam has passed through the portal.
#After the team successfully activates all statues, a portal will open in the Court of Oryx and enemies will spawn. Kill them all and proceed into the gate. Once past, a chest containing mostly moldering shards will appear (varies between different Raids). The chest cannot be opened until the whole fireteam has passed through the portal.
#You will now leave Hall of Souls and enter the next location, The Crux.
#You will now leave Hall of Souls and enter the next location, The Crux.
'''Destiny 2''': This section of the raid is largely the same. The only changes are that the walls blocking progression for carriers must be shot in the Taken Blight in the center to break them, and that the chest through the portal will contain gear (either a Scout Rifle or a Class Item). Beneath the Court of Oryx portal, three symbols can be found, which correspond to specific ones that can be shot throughout the raid to spawn a guaranteed Deepsight King's Fall raid weapon once Oryx has been defeated.


===The Crux and Portico===
===The Crux and Portico===
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While the two plates are being stood on there will be access to a secret chest, while riding the ship to get to the other side, when you are about to get past the shield wall, jump off to your left hand hand side and you will land on a spike-like platform, once you are here walk up the small walkway against the wall to the door above, watch out for little spikes that will make you fall. If two guardians are standing on the plates then the door will open, and you may get the secret chest.
While the two plates are being stood on there will be access to a secret chest, while riding the ship to get to the other side, when you are about to get past the shield wall, jump off to your left hand hand side and you will land on a spike-like platform, once you are here walk up the small walkway against the wall to the door above, watch out for little spikes that will make you fall. If two guardians are standing on the plates then the door will open, and you may get the secret chest.
'''Destiny 2''': No changes to this section. Proceed as above.


===Basilica===
===Basilica===
After leaving the Portico, you will enter a room with several Acolytes and Adept Acolytes. Assign roles to your team if you have not already. (Example: Ad control) When everyone is ready, have the two in the middle kill the Acolytes and Adepts, while two on the left and right pick up the brands—Brand of the Weaving and Brand of the Unweaving respectively.  
After leaving the Portico, you will enter a room with several Acolytes and Adept Acolytes. Assign roles to your team if you have not already. When everyone is ready, have the two in the middle kill the Acolytes and Adepts, while two on the left and right pick up the brands—Brand of the Weaving and Brand of the Unweaving respectively.  


The people who were not dealing with Acolytes and Adepts '''must''' get on their respective [[Annihilator Totem]]s. Once every Acolyte and Adept is dead in the middle, have the two central Guardians go to left or right, one to each. The players with the Brands will get a buff called ''Deathsinger's Power x10'' after 30 seconds, and the Brand will pass to a random player within it's safety bubble. If nobody is within to accept the Brand, it will pass to nobody and respawn at its initial location after a short time, likely killing anyone under the Totem and eventually causing a wipe.
The people who were not dealing with Acolytes and Adepts '''must''' get on their respective [[Annihilator Totem]]s. Once every Acolyte and Adept is dead in the middle, have the two central Guardians go to left or right, one to each. The players with the Brands will get a buff called ''Deathsinger's Power x10'' after 30 seconds, and the Brand will pass to a random player within it's safety bubble. If nobody is within to accept the Brand, it will pass to nobody and respawn at its initial location after a short time, likely killing anyone under the Totem and eventually causing a wipe.


Deathsinger's Power must be taken to the middle plate where they will slowly drain, illuminating glyphs on the main door. It is imperative that all stacks of Deathsinger's Power be deposited before returning to your side, as a player cannot accept the Brand while holding any stacks of Deathsinger's Power. This process repeats itself (except the initial Acolyte and Adept part) ten times on each side until the [[Warpriest]] deems you worthy.
Deathsinger's Power must be taken to the middle plate where they will slowly drain, illuminating glyphs on the main door. It is imperative that all stacks of Deathsinger's Power be deposited before returning to your side, as a player cannot accept the Brand while holding any stacks of Deathsinger's Power. This process repeats itself (except the initial Acolyte and Adept part) ten times on each side until the [[Warpriest]] deems you worthy.
'''Destiny 2''': There are some changes to this fight.
You will need to split up into two teams of three again, per side. Picking up the Brand of Unweaving and the Brand of Weaving must still occur, but the transfer of this buff is different.
Now, to transfer the Brand from the player holding it, a player must pick up a Brand Claimer buff, spawned by defeating a Hive Wizard and then a Taken Knight, on the balconies to the sides of the doorway to the Warpriest. Once picked up, they will have a 30 second timer to return to the person holding a Brand to be able to interact with them to "claim" it, and take it upon themselves. The person holding the Brand will die if their timer for holding it runs out, losing all stacks of Deathsinger's Power, so you need to transfer it before it expires.
While under the influence of a Brand, any enemy killed will provide stacks of Deathsinger's Power. Minors provide 1, Majors provide 2. Depositing Deathsinger's Power works the same way, on the central plate in front of the door. Be aware that you can't pick up Brand Claimer if you have any stacks of Deathsinger's Power, so make sure to get rid of them all before you try to do so. You'll be told "Brand Denied" if you hold any Deathsinger's Power when trying to pick up Brand Claimer.
In essence, the trio of players assigned onto a side should be rotating between standing under the totem and killing to gain power, killing the Hive Wizard and Taken Knight so they can get Brand Claimer to relieve the person who is currently with Brand, and returning to deposit Deathsinger's Power in the center.
An Unstoppable Ogre will periodically spawn from the pool in front of the power deposit plate, so make sure you have Unstoppable weapons/season mods equipped to handle these.
Another tip for the person currently Branded is that if their timer is running low, they can get off the plate beneath the Annihilator Totem and run towards the person with Brand Claimer. You have more than enough time before the forced wipe occurs for the person who has Brand Claimer to take the Brand and make it back to the plate to pacify the Totem.


===Warpriest===
===Warpriest===
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After four shooting rounds have passed and you have not yet killed the Warpriest, your whole fireteam will die due to there being no Monoliths to hide behind from the Searing Torrent, which kills everyone. After Enraging, Searing Torrent's effect of killing you is persistent even after the Oculus goes away.
After four shooting rounds have passed and you have not yet killed the Warpriest, your whole fireteam will die due to there being no Monoliths to hide behind from the Searing Torrent, which kills everyone. After Enraging, Searing Torrent's effect of killing you is persistent even after the Oculus goes away.
'''Destiny 2''': The cadence of this fight has changed, with a Hard Mode feature rolled into the regular fight (the Warpriest has the power to use all 3 Taken abilities throughout the fight, not needing to obtain them after each damage phase ends).
To begin with, assign your teams per plate, two to each. Three people should take it upon themselves to be people who will always stand on the plates for the glyph reading sequence, which leaves three players left to pick up the other role of the fight, which is Brand Claimer. Two players will need to take this role, as extension of the Brand timer is no longer a feature through simply killing an enemy. Instead, you will need to kill a Taken Knight during the damage phase to get a Brand Claimer buff to drop. Once picked up, the person holding it can interact with the Branded person to claim their Brand, thus extending the fight timer. This can be done twice before the Warpriest summons their Oculus, of which you still need to hide from.
Glyph reading is also committed differently. Instead of having a player stand somewhere with the backs of all three of the monoliths visible to tell which is which, this time it is the plate standees who do this job. Once you defeat the three Knights, a message will appear stating the glyph reading sequence has begun. The person who has middle plate duty should stand on theirs and check the left and right monolith for a glowing white back, visible from their position. If they can see this, then it will be the job of that side to stand on their plate when they need to. If there is no glowing white back on either, it will be the middle plate first. Once identification has been completed, middle will step off their plate until the Hive symbology on it disappears. Then, whoever is first will step on their plate and look for the same white glow on the other monoliths and call that out. That side will then get on their plate, and whoever is left out of the trio of plate steppers will need to get on their plate. This will then provide the Brand of the Initiate to the last plate stepper. Be aware that if a monolith has been destroyed in a previous glyph reading sequence, the white glow indicator is replaced with a pillar of flame indicator instead.
This Brand of the Initiate comes with a large glowing red aura, and anyone inside can damage the Warpriest. Players ought to gather up to begin damaging the Warpriest, and the two players assigned as Claimers before will need to decide who will claim first. They should seek out the first Taken Knight spawn (either up on the balcony on left, in middle between the right and middle monolith, or up on the right side platform), kill it and pick up the Brand Claimer buff from it, and return to the group. The Branded player should count down from 10 when their buff reaches this, so the Claimer can take it just as the timer runs out, so as to maximise the time available to deal damage. Failure to claim the Brand will cause the Branded player to die and the Warpriest to immediately summon the Oculus in an attempt to kill any players not hiding. If you successfully claim the Brand twice, the person holding it last won't die when it expires, but the Warpriest will move on to summoning the Oculus to wipe out. Choose a monolith to hide behind as a team, survive, and move on to repeat the same steps to enter the next damage phase.
As the Warpriest is prone to running around on his balcony during the entire fight, damage opportunities may be lost if trying to use a plate as a gathering spot for committing damage. Instead, it is recommended to use the space between the right and middle monoliths as a place to plant Wells and do damage, as you will be able to comfortably view the Warpriest no matter what side of the balcony he runs to. It also provides close access to both the right and middle monoliths for hiding from the Oculus. The only problem is accessing the left monolith, which players must climb to. If this is your last monolith, it is advisable to end your damage phase early to provide enough time to reach it to avoid a wipe.
Another tip is to utilize Aeon exotic armor to spawn Special and Heavy ammo via finishers performed on the Elite and Major Knights, Wizards and Taken Minotaurs that will spawn throughout the fight. The Warpriest is bulky and as they like to attack you during your own attempts to damage him, shots may be missed via flinching, and ammunition may run low or dry.


===Golgoroth's Cellar===
===Golgoroth's Cellar===
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Repeat the process until Golgoroth dies and you will receive your loot. when you're ready, proceed into the cave behind the Tablet of Ruin (Soulsiphon Plinth) into the Transept. If a player dies it will charge the Tablet of Ruin and if all six players die, or Golgoroth Enrages, the Tablet will complete and it is a wipe because you will be Drained of Light by the Soulsiphon Plinth.
Repeat the process until Golgoroth dies and you will receive your loot. when you're ready, proceed into the cave behind the Tablet of Ruin (Soulsiphon Plinth) into the Transept. If a player dies it will charge the Tablet of Ruin and if all six players die, or Golgoroth Enrages, the Tablet will complete and it is a wipe because you will be Drained of Light by the Soulsiphon Plinth.
'''Destiny 2''': This fight once again features some small changes, but is overall the same.
This time, there is a pattern to the orbs that spawn pools. Only one will appear at a time, with the next one appearing shortly after the destruction of one. The pattern of spawning is left, right, left, right, left, right, moving towards the Tablet of Ruin.
Once all enemies spawning from the back and sides of the room have been eliminated, capture Golgoroth's gaze by damaging their back enough while positioned appropriately to reveal the soft innards of their stomach to your fireteam. While Golgoroth's gaze is being captured, the fireteam should be shooting down the first Pool of Reclaimed Light orb from the ceiling. They take a lot of damage before they fall, so everyone in the damage team should be helping out. Timing both the gaze capture and the dropping of the pool is advisable, to maximise your time to hurt Golgoroth.
Once the timer on the gaze gets low, another gaze-holder should be standing diagonally opposite the gaze holder, ready to pop the back and obtain the gaze. They should then run to position themselves behind the current Pool of Reclaimed Light, so the fireteam can shoot the stomach of Golgoroth. The previous gaze holder can now move into position so they can view the back of Golgoroth, ready to take the gaze when the current holder gets low on time.
Repeat movement between shooting down the pools, gaze swapping and generally doing damage until you exhaust all 6 available orbs, at which time Golgoroth will grow tired and the fight will repeat the first section of killing everything that spawns. If you lose the gaze, any of the orbs left unused on the ceiling will add one glyph to the Tablet of Ruin. Filling up all 6 will cause a wipe. Fireteam deaths no longer contribute to runes filling up, but dying is inadvisable anyway.
Another mechanic to watch out for is Unstable Light. A person standing in the Pool of Reclaimed Light will randomly obtain the Unstable Light debuff. Once this timer expires, they will explode, harming anything nearby in a severe fashion. Instead of blowing up your fireteam in the Pool, run towards Golgoroth as the timer runs out, and detonate near them. This will deal a huge amount of damage to the boss, more than making up for the lost damage of people swapping the gaze.


===Transept===
===Transept===