To assist with first timers or anyone having trouble, here’s a run down of how my crew runs through King’s Fall. I’m sure this is reprinted elsewhere and probably is a mish-mash of different ways that people run it, but this seems to be the best method for a full team of 6, at 290+ light level.
Few pieces of advice for the raid:
- Even if you’re not one to normally use a sniper rifle, they are by far the best secondary you can have for the boss encounters. The DPS dealt combined with distance from enemies and their massive critical spots make sniper rifles the only solution really. In short, BRING A GOOD SNIPER RIFLE. High impact (low ammo count) machine guns prove to be useful against most bosses as well.
- Communicate what’s going on with your team. If you have a buff with a countdown timer that is relevant to the group’s survival, call out the timer as it counts down. If you’re moving a relic, call it out. This raid more so than the previous two requires a lot of coordination. On the same token, until your group is comfortable with each other and how to run the raid don’t clog the channel with non-essential information. Save chit-chat for post-encounter celebrations.
- DPS buffs should be used on bosses. Weapons of Light bubbles from Defender Titans and Nightstalker Hunter’s shadowshot help tremendously with the short windows to damage bosses. Make use of them if you got them.
- There are points during Warpriest and Golgoroth where Ultra acolytes spawn that are named “Adept” – Kill these last. Killing this causes an area effect buff for all nearby enemies making them extremely deadly.
A quick overview of the parts of the raid so you can have a mental checklist running through. With the exception of the Lanterns / Shipyard, every section either rewards you with a loot chest or contains a hidden loot chest during the activity (Golgoroth’s Maze / Piston Alley). During the guide, feel free to click the visual aid to EMBIGGEN it for clarity.
Opening the Portal
Shipyard Jump Puzzle
Piston Alley Trench Run
Daughters of Oryx
Update for Hard Mode:
I’m slowly adding in information particulars for the HM King’s Fall raid. In general enemies are level 42 now with a recommended Light Level of 305+ to start, and 311+ for Oryx.
Opening the Portal
Overview: Split into teams and retrieve the relics, run them back towards the CoO, and slot two at a time into the stone idols until all six idols are active. Failing a round of relics will reverse your progress to the previous idol. Each set of relics is on a timer so move with a purpose.
Bit more detail:
This section starts the raid outside the Court of Oryx with two relics. It’s best to have two stay in the center room and shoot the barrier walls attached and clear out the Taken that spawn in the Idol room. Have two others form a left team, and the others the right team (so 3 teams of 2).
After slotting the first set of relics, the next set will appear around the bridge on each side. Once you grab this set barrier walls will pop up at each doorway. The relic runner can’t break this so their partner will have to shoot it until it disappears. Make your way to the Idol room and wait for the second relic runner from the other side. Both need to place it at roughly the same time otherwise it will not advance. Repeat this until all idols are active. Each time the relics will spawn further away in random locations in the left and right rooms. Just know it will always be further so you’re not wasting time looking where it can’t spawn.
Once you place the last set of relics the portal in the CoO will activate. Run through (you can ignore the enemies) to claim your first chest.
No mechanic changes, just higher level enemies.
The next section is fairly straight forward, advancing inward until you get to a set of swinging lanterns. Just take your time getting across. Have your agility stacked for the next part to reduce your frustration.
Shipyard Jump Puzzle
Overview: Cross the giant chasm as ships appear and disappear. There is a checkpoint a few ships in on the left in the form of a landing pad. After the team crosses, there is a ship that will take you into a nest of Taken past a barrier shield.
Bit more detail:
When you get to the room you’ll have a docked ship. Once someone jumps on it after a few seconds it will advance. For the most part if you see a ship you can jump to, that’s the ship you need to jump to. Above shows the general trajectories of each ship you need to ride, and the star indicates at what point you should jump towards that ship. Once each ship reaches the end of it’s line it will disappear so don’t overstay your welcome. After four ships you should reach the checkpoint.
On the second piece of this you’ll notice a green block. This is a ship that lets you have two options. Some find it easier to crouch under this as it passes over the ship you’re riding, while I usually jump on it as I feel it makes it easier to jump onto the next ship (star 6). Once the entire team is on the end platform, run around to the next docked ship. On the far sides of the platforms there are two activation pads. Standing on these will lower the barrier shield ahead of the ship so Guardians riding the docked ship can get through to the next room. Once they arrive there they will have their own pads to stand on in order to lower the shield so those who were left behind can ride on in too.
Alternatively – There is an optional chest for moldering shards here. When approaching the barrier shield, if you jump off the ship and to the left you’ll see a ridge leading up the wall. Follow that to the top and there will be a hole in the wall to access. Passing through there once the shield is down will lead to your chest, at which point you can just jump down to the room below.
Hard Mode Changes:
Checkpoint platform has been removed forcing you to make it in one run.
Overview: Touching the floating spark (red diamonds, “Brand of the Weaver”) to start the encounter – Afterwards head to your respective grotto circles while the brand wears down for 30 seconds, which at the end of you’ll receive a new buff called Deathsinger’s Power. Think of this as an energy charge. Take that energy to the center stage in order to power it up until you receive a message stating you’re worthy to face the Warpriest. Throughout the encounter there should always be 2 standing on each left/right circle in their grottos, and 2 standing on the center stage.
Bit more detail:
Split into a left and right team of 3 Guardians each. The first person for both sides will touch the floating spark to receive the Brand of the Weaver buff then run to their circle. During this time the other four clear out the initial Hive around the center stage, then running to their respective left / right circle. The player with the Brand of the Weaver will generate a white bubble for the other two to stand in. Once it times out it will pass to the next Guardian. The first will now have a new buff called Deathsinger’s Power and they need to run back to the center stage. The other two on that side just need to kill whatever they can manage to see. Wizards > Boomer Knights > Knights > acolytes should be your priority order. After the first person completely discharges on the center stage they need to run back to their grotto circle until it’s their turn to run in again. Normally while running back the next Guardian should be running into the center stage with their own Deathsinger’s Power buff to discharge on the center stage. So you see those arrows running back and forth? That’s your path. Everyone will have their turn at running back and forth from the center stage to the grotto circles.
So technical recap: First player touches floating spark to get Buff A (“Brand of the Weaver”), which counts down for 30 seconds. Once it hits 0, it transfers to the next guardian and replaces it with Buff B (“Deathsinger’s Power”) which counts down from 10 seconds when standing on the center stage. Buff A needs to stay on the red totems, and needs a second Guardian to transfer to when it hits 0. Buff B needs to stand in the center stage until it drains completely.
When you’re at the center stage stay there until the Deathsinger’s Power completely drains to 0 before exiting the center stage. Watch your footing so you’re always within the circle. Just stay alive when you’re there. Your biggest threats will be wizards up on the top balcony’s to the left/right of Warpriest’s door, followed by any sword knights in that center room.
Each Guardian will run a round robin to charge the center stage and ideally they should only have to do it twice. It might take more if time with the Deathsinger’s Power is wasted outside of the center stage. After you clear the encounter the door will open and a loot chest will spawn.
Slightly more enemies spawn, including multiple wizards and Ultra (yellow health) sword knights.
Overview: Step on all three plates (left, mid, right) to start the encounter. Kill enemies until three Ultra knights spawn around left, mid, and right. Killing them will activate the sequence phase granting a buff to one guardian that allows damage to the WP. Gather on that guardian and DPS the hell out of WP. If he doesn’t die he will counter attack killing anything not in the shadow of the totems. Repeat until dead.
Bit more detail:
Organize into three groups of 2 guardians, designating left, mid, and right teams. Someone on mid or right should be be the “sequencer”. Get familiar with the layout as the encounter won’t begin until you’re ready. Once everyone knows their place step on the plates to begin the encounter. Enemies will pour in and just clear them out the best you can until three Ultra (yellow health bar) sword knights spawn in each section. Once the third one is dead, have the sequencer Guardian run to the star to spot the sequence. From there they’ll see the back side of each stone totem which has a crystal that lights up red when the next plate needs to be stepped on. So if the backside of the rock is glowing red in the middle, call out “mid plate”, etc. If people mess up their left/right, it’s easier to just call out player names to make sure the right person is standing on their plate.
Once all three plates are activated in sequence the last person to step on a plate will receive a buff with a 10 second countdown. Anyone within range of that Guardian will receive the ability to hurt the WP so pile on them and DPS the WP. The Guardian with the buff (AND ONLY THEM) needs to kill acolyte spawns before the timer hits 0 or they will die, making it so no one can hurt the WP until the next go around. Ideally you want to kill the adds when the timer is as close to 0 as possible as you can only reset the timer a few (five?) times before the buff vanishes. After the buff ends (either from your death or resetting the buff five times) the WP will begin an attack that kills everything that isn’t in the shadow of the stone totems. Huddle behind it in order to survive.
After the attack ends the stone you hid behind will be destroyed and can not be used again. Rinse and repeat until dead. If you get to the third wave Taken will spawn instead of Hive, but everything else should be treated the same. Once the WP is dead a loot chest will spawn up on his platform.
Warpriest gains additional abilities throughout the fight, ranging from Taken Knight’s bubble blind to Taken Hobgoblin’s return-shot ability. Also Warpriest will continue to damage you while he is vulnerable.
This image was pulled from a Google search, created by someone named Taux. Where I found it didn’t site the source any further but if anyone knows where I should direct credit let me know.
Overview: Run from the entrance to the exit (which is Golgoroth’s pit), avoiding holes in the dark. There’s no enemies here or timer. If you jump on the green plates in sequential order it will spawn an optional chest.
Overview: Clear out all adds, have one Guardian pull Golgoroth’s Gaze and hold it. The other five guardians will pop once of the six dew drops to make a damage boosting pool of light. Pile on these pool and DPS on Golgoroth’s weak point (stomach). Repeat until dead.
Bit more detail:
Take your time and figure out the layout. Split into two teams of 3. The encounter begins once you shoot down the one hanging dew drop in the center of the room above the pit. This will spawn Golgoroth. Each team should stay in the corners of the room clearing spawns in the hallways in front of them or whatever they can see in the circle pit with Golgoroth. Stay out of his line of sight and try to kill the named acoltyes (adepts) last as their death will enrage the enemies surrounding them. Once all the spawns are clear decide on one dew drop (blue diamonds) to focus fire on together. Gather ammo if needed before proceeding to down the dew drop.
At this point one Guardian will target Golgoroth’s weakspot on his back (large glowing spot) and hit it until you have his gaze. A single sniper crit will work. That Guardian should move directly in front of GG and shoot all the projectiles he is firing at that Guardian. They fire in bursts of three so time your reload appropriately. As the timer wears down communicate with your team because when it hits 0, GG will crush everyone in the pit with him. Your team should bail out before then.
Concurrent with that Guardian taking GG’s Gaze, the other five should shoot down the designated dew drop and get to the pool of light. Once the GG’s Gaze is taken you’re clear to unload on his crit spot freely. Unload as much as possible and listen for the countdown so you know when to get out.
At this point fall back into your two teams of 3 then repeat the prior steps until GG is dead. On the third or fourth cycle Taken will spawn in place of Hive and it will get a bit harrier. Also if six guardians die the encounter will force a total wipe. Once he’s defeated a loot chest will spawn in the center of the pit.
Two random Guardians will receive a buff called “Unstable Light”(?) that when times out, does massive damage to anything around them… Including other Guardians. This is useful for hurting GG, but dangerous if the folks in the pool of light aren’t paying attention. GG also fires an additional 1-2 projectiles at the Guardian that has his gaze.
Piston Alley Trench Run
I don’t have a visual for this one. It’ll look very similar to the trench you first encountered in the campaign where you had to use your Ghost to highlight invisible bridges. There will be ridges you can stand on, invisible paths to stand on, activation pads, and the main threat of pistons protruding from the wall. Make your way left from when you exit the doorway along the wall from ridge to ridge, cautious of the pistons jutting out and activating. When you hit a dead end (vertical divide) use your Ghost to find a series of invisible platforms across the chasm to a ledge with an activator pad. Standing on this will reveal the path for the rest without using Ghosts. Once across you’ll make your way back across the chasm to the wall you started on and make your way up until you find the doorway out of the trench.
Honestly this part is more fun then hard. Just help out your teammates if it’s their first time by showing the next jump to make. There’s an optional chest here on the far side of the chasm (way above the activator pad ledge) with several ways to get to it – Either long jumps off of far protruding spikes or invisible platforms. It’s never given me anything but moldering shards, but supposedly there’s a chance to drop exotics as well.
After everyone exits the trench run, there’s a few hallways to go down then a vertical spire to climb before arriving in the next part. I have faith you’ll find your footing through here, Guardians.
Daughters of Oryx
Overview: One Guardian randomly is Torn Between Worlds, then the remaining guardians need to stand on the numbered platforms in the correct order leading them to a spark. Grabbing the spark brings them back to the normal world where you can steal the Deathsinger’s bubble. This keeps you alive when she sings and makes them vulnerable to attacks. Repeat while alternating daughters (starting with Boss A ALWAYS) until both are dead.
Bit more detail:
Randomly a Guardian will be torn between worlds. The spark will appear above one of the four platforms and the path will have to be assembled so the torn Guardian can reach it. Non-torn Guardians standing on the numbered platforms will activate the path to the spark. The order will always run counter-clockwise so you want the last activation to the the one below the spark. SAMPLE RUN: Spark appears above platform 4. Non-torn Guardian A will jump on/stand on Platform 1, Guardian B will activate 2, Guardian C will activate 3, Guardian D will activate 4. Note that they will not always be in numeric order according to my visual guide.
Torn Guardian will be jumping on appearing platforms in a circular motion the entire time this is going on. DO NOT STEP OFF YOUR PLATFORM UNTIL THEY HAVE THE SPARK. Once the Torn Guardian has the spark they need to jump on the boss’ platform and hit their activate button to steal the deathsinger’s bubble. Run to the associated huddle spot (A for A, B for B) and DPS the deathsinger that no longer has her bubble. You can huddle wherever seems best for you, just make sure you agree on a spot. For my group we always meet in the water puddles as they’re easy to identify. All Guardians at this point should be inside the aura otherwise they will die. Do not kill Boss A on the first cycle.
After the whole room turns white and her song completes, Boss B will begin to sing and another Guardian will randomly be torn. Build a bridge again using the platforms counter-clockwise to the spark, steal Boss B’s bubble, and meet at the huddle point for B. If you can, kill Boss B.
Repeat one last time for Boss A. Kill her this time. Once both daughters are dead a loot chest will spawn in the middle of the room.
Sequential deathsongs occur immediately after one another. There’s no buffer period between them so whoever becomes Torn Between Worlds needs to be on their A game.
Overview: Same room as the daughters you’ll face a ginormous Oryx. In a perfect run you’ll have four “Oryx” rounds, and three “filler” rounds between Oryx rounds. Filler rounds vary between “blights exploding everywhere” and “Thunderdome” as we call it.
Oryx round: A spark runner will be torn between worlds and chase the spark just like the daughters, steal the shield bubble from the named Knight that spawns from the drop shop, and run to the appropriate bubble area. Group will DPS Oryx until he staggers, activate ogre bombs, then run back to inside the safety of the bubble. Bombs will detonate and damage Oryx and kill everything outside of bubble (including Guardians).
Bomb round: Bombs spawn on Guardians and explode after a second or two. Constantly be in motion to survive. DO NOT RUN ON ANOTHER GUARDIANS PATH. It ends poorly. After a certain amount of time round will end on it’s own.
Thunderdome round: Oryx generates a big bubble in front of him and keeps summoning Guardians in one at a time until all six are in. Inside it plays out like the final Oryx fight from the campaign where he flies in from the mist to slash attack you before disappearing again. Outside you kill thrall before reaching the bubble to prevent them from complicating the fight for those inside Thunderdome.
Bit more detail:
Oryx round: Knights will spawn on platforms 3 and 4. Kill them and Oryx will shift and smash his fist on one of the four platforms leaving a spark when he pulls his fist away. The Guardian that touches the spark will become torn. The remaining Guardians will build a counter-clockwise bridge to the spark again just like the Daughters fight.
- TORN GUARDIAN: Once you have the spark jump down to one of the landing zones and then to the main floor. AVOID THE JUMPSHIP. Contact will kill you. Absorb the shield from the named Knight so your team can kill him and meet back with them at whichever (marked blue) bubble area has visibility of Oryx. After Oryx staggers remain where you are killing any acolyte eyes or annoying adds you see and wait for the group to run back to your bubble for safety.
- OTHER GUARDIANS: Slay the ogres that spawn closest to you while activating the bridge for the torn Guardian. Assist in downing other ogres if you’re a flex (not activating a bridge). There are 4 ogres that spawn and when they die they drop Blight bombs. After the ogres are dead by this point the Torn Guardian should have stolen the Knight’s bubble. Kill the Knight, and any adds you can before Oryx opens his chest. DPS his weak spot until he staggers. Immediately after staggering run to your ogre bomb and stand in it until you see the message stating you activated it. Run back to the torn Guardian’s bubble for safety as the ogre bombs detonate, killing everything outside and damaging Oryx. He should lose 25% health after the four bombs damage him.
Now you’ll get one of the two filler rounds. It may vary in sequence, but normally it will go…
Oryx > Bomb > Oryx > Thunderdome > Oryx > Thunderdome > Oryx > Victory.
In any case…
Bomb round: Each Guardian should have a set path they stick to and constantly remain in motion. If you’re a bridge builder you should circle the outside of your designated pillar. The flex and spark runner should run along the center walkway, one staying north of the spark land zones, the other south. You never want to run over another Guardian’s path as you two will cause each other’s bombs to kill one another. If you ever see the green glow covering your feet jump quickly to avoid the blast zone. Just keep running for a minute or two until the bombs cease and immediately go back into an Oryx round. If someone dies during this round or just before it, do not revive them until AFTER the round ends. There’s no benefit to them being alive during this round.
Thunderdome round: Randomly Guardians will be sucked into a misty zone one by one while a smaller Vessel of Oryx will hunt you from a distance. You need to attack him while he prowls. Call him out if you see him move “90 degrees right” or “3 o’ clock” as more get sucked into the mist zone. If you aren’t able to kill him within the time frame it’s a total wipe. Guardians outside of Thunderdome will see thralls trying to run into the bubble at which point they cause havoc for those inside. Once you kill the knights on platforms 3 and 4 place yourself in a way so you can intercept Thrall as they come out of their spawn before they reach the Thunderdome. Once the Vessel of Oryx is slain inside, you’ll all be returned to the main room again to begin a new Oryx round. Small bit of advice inside? Dying will complicate things greatly as you disappear to the main room without a timer. If Oryx is charging you just jump out of the way and don’t worry about damaging him. Staying alive is more important than doing damage at this point.
After the final Oryx round and his health has dropped to 0%, run to the front of the room where the Thunderdome spawns. He will arise for one final hurrah. DPS the hell out of his chest before it’s too late. If all goes well, congratulations. Loot chest will spawn in the center of the room and you’ve completed the King’s Fall raid.
Knights will spawn away from the ogre bombs and attempt to detonate them once each associated ogre dies. Kill them ASAP.