King’s Fall is a six-player Destiny 2 raid with five main encounters: Basilica (Annihilator Totems), Warpriest, Golgoroth, Daughters of Oryx, and Oryx. Its repeating pattern is to pass a temporary Brand before its timer expires, complete the role you have just been relieved from, and keep the team oriented with consistent callouts. This guide follows encounter mechanics verified July 31, 2026; weekly activity availability, modifiers, and rewards can change.
Before you start: agree on callouts and roles
King’s Fall becomes much easier to coordinate when everyone uses the same names for locations. These are fireteam conventions rather than fixed game labels, so establish them before the first encounter and repeat them if players join or switch roles.
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- Warpriest: Left, Middle, and Right.
- Golgoroth: Pools 1–6, in the order your team plans to use them.
- Daughters and Oryx: L1/R1 are the entry-side corners; L2/R2 are the corners toward Oryx’s end.
- Brand handoffs: the holder calls the visible timer; the incoming Claimer confirms the pickup; the relieved player immediately states and completes their next job.
There are two broad Brand jobs to understand. A holder carries the active Brand and must transfer it before it expires. A Claimer is the player who takes the Brand during a handoff. In some encounters, the relieved holder then deposits accumulated power or takes another assigned role. Do not assume that picking up a Brand ends your responsibility.
Opening: Hall of Souls and Portico
Light the statue sequence
The paired statues on either side of the center, including the ones with activation rings, are part of the opening sequence. Relic carriers bring relics to the corresponding statues to light the sequence that opens the portal. Have each side call when ready, then deposit together. For the controlled depositor triumph, all six players need to complete the full order before anyone repeats.
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Cross the ships and open the first hidden chest
After the portal, cross the swinging prisons and Tomb Ships. The first hidden chest is on a detour along the ship route. The fireteam needs players to hold plates at both ends so the chest doorway remains open while the others reach it.
1. Basilica: Annihilator Totems
Split into two groups of three, one per side. Each group cycles through three jobs: Brand holder, incoming Brand Claimer, and depositor. The objective is to keep a protected player near each Totem while the team accumulates and deposits Deathsinger’s Power. The door opens after 200 total Power has been deposited.
Run the rotation
- The Brand holder stays near the Totem, kills enemies to gain Deathsinger’s Power, and calls the visible timer.
- The incoming player clears the balcony Wizard and Blightguard, then takes Brand Claimer.
- The incoming player takes the Brand before the timer reaches zero. The relieved holder moves to the center plate and deposits their accumulated Power.
- Continue the rotation on that side, keeping a protected player within the Totem’s radius.
Ten stacks is a common deposit target, not a cap: the encounter has no 10-stack limit. The essential call is the handoff countdown, not an assumed stack maximum.
Recover from a missed handoff
- If a Claimer is late, say the countdown aloud and rebuild the rotation rather than leaving the holder’s timer uncalled.
- If a Totem begins to destabilize, prioritize getting a protected player back into its radius.
For the Grass Is Always Greener challenge, a player must cross to the opposite side after depositing so they alternate Brand types. In Master, expect added Champion and combat pressure; check the activity card for current modifiers and make sure the fireteam has suitable Champion counters.
2. Warpriest
Clear the three lanes and their Major Knights, then complete the four-step glyph read to learn the order in which the Left, Middle, and Right plates must be activated. A player carrying the Brand of the Initiate provides the damage aura. Two Claimers extend the damage period; the rest of the team damages the Warpriest from inside the aura.
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Read, pass, and take cover
- Assign the three plate callouts and clear the lanes.
- Follow the glyph read to establish the plate order. A single glyph error resets the read; two consecutive errors wipe the team.
- During the damage phase, stay inside the Brand of the Initiate aura and call each Claimer handoff clearly. The two Claimers extend the damage period.
- When the Oculus targets a Monolith, move fully behind a surviving Monolith for cover.
For Devious Thievery, time the Claimer pickup so the player can transfer the Brand immediately. Keep one player responsible for naming the plate order and another for calling the damage-phase handoffs if that helps prevent crossed calls.
3. Golgoroth
Assign two alternating Gaze holders and four pool players. The Gaze holder controls where Golgoroth faces; the other four players use the Pools of Reclaimed Light in sequence to damage his exposed abdomen. Agree on the pool numbering before starting so everyone knows which orb is next.
Use pools and rotate Gaze
- A Gaze holder breaks the weak point on Golgoroth’s back to take Gaze, then keeps him facing away from the pool team.
- The pool team shoots down one ceiling orb at a time, stands in the resulting Pool of Reclaimed Light, and damages Golgoroth’s exposed abdomen.
- Call the next pool and prepare the second Gaze holder. They must take over before the current Gaze timer expires.
- Repeat the Gaze handoff and pool sequence as planned. Unused pools add marks to the Tablet of Ruin; six marks wipe the team.
A player marked Unstable Light must leave the group before detonating so they do not explode among teammates. For Gaze Amaze, the player losing Gaze must stand in the active pool when the next holder takes over.
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Cellar chest
The Cellar traversal section contains Hidden Chest 2, which uses a five-plate sequence. Coordinate the sequence before moving on so the team can activate the plates in order.
Transept chest
Hidden Chest 3 is reached from a side ledge in the Transept. Use the Ghost to reveal the floating platforms and follow them to the chest. This route is not a pressure-plate sequence.
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4. Daughters of Oryx
Assign one player to each of the four corner plates and use two floaters to support the randomly selected Torn runner. The runner follows the ascendant path formed by two plates; repeat this process for three routes. On the third route, the runner receives Brand Claimer.
Build the path and take the aura
- When the Torn runner is identified, plate owners and floaters support the route, activating the two plates needed to build each ascendant path.
- Repeat for the next routes. The third-route runner uses Brand Claimer to take the aura from the Daughter who is shooting the fireteam.
- Damage that same, shooting Daughter from inside the Aura of Immortality. Do not take the aura from the Daughter who is singing.
- Stay inside the aura when the singer’s song resolves.
For Under Construction, track which non-Torn player uses each plate across all three routes. The challenge is not limited to plate assignments on a single route.
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5. Oryx, the Taken King
Four corner owners handle their plates, nearby Ogre, and bomb; two floaters help with Torn substitutions, Knights, and the Vessel. The critical priority is to keep each Corrupted Light bomb from being consumed: every Ogre leaves one bomb and spawns a Light-Eater Knight diagonally across the arena. Kill that Knight before it reaches the bomb.
Prepare and detonate bombs
- Support the Torn runner through the ascendant routes. On the third route, the runner gains Brand Claimer and steals the Vessel’s Aura of Immortality.
- As the Ogres fall, identify each bomb and the Light-Eater Knight spawned diagonally across from it. Kill the Knight before it consumes the bomb.
- Assign bomb runners and wait for the feed announcement that Oryx calls upon the Darkness.
- On the detonation call, assigned players enter their planned bombs and wait for confirmation that they detonated.
- Return to the Vessel’s aura for the protected damage window. The bombs stun Oryx and expose the chest weak point.
The intermission may use either a moving bomb barrage or Shade of Oryx. The specific sequence can vary, so follow the active encounter rather than assuming one intermission each time.
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Bungie’s New and Returning Player Guide lists King’s Fall among the raids available in Destiny 2’s free-to-play offering. Availability and reward rules should still be checked in the Director when planning a run.
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- Destiny 2
- Expansion I: Curse of Osiris
- Expansion II: Warmind
- Destiny 2: Forsaken
Bungie Update 9.7.0 says two raids and two dungeons are featured each week. For a featured Standard raid, encounter and challenge rewards include farmable Deepsight weapons or Tier 5 armor; Featured Master also offers Adept weapons from Challenges. Nonfeatured activities have different reward rules. The weekly Director preview is the most direct way to confirm the current featured selection and reward preview.
King’s Fall weapons and Exotic
The raid guide verified July 31, 2026 lists six craftable Legendary weapons: Doom of Chelchis, Smite of Merain, Defiance of Yasmin, Zaouli’s Bane, Midha’s Reckoning, and Qullim’s Terminus. It reports that all six have the Runneth Over origin trait and that Update 9.7.0 refreshed their perk pools. Individual perk, crafting, and tier details are date-sensitive, so check the current in-game information.
Touch of Malice is the raid’s Exotic scout rifle. The July 31, 2026 guide says its initial random drop comes from Oryx and describes a catalyst quest involving three four-relic relays followed by the Basketball Court sequence. It reports Precision Instrument as the completed catalyst’s perk on that date. Treat drop and catalyst requirements as current only after checking in game.
Standard or Master?
Master keeps the base encounter mechanics but adds Champion and combat pressure. Its modifiers and reward preview can change, so use the activity card to check the current requirements before choosing a difficulty. The raid guide’s July 31, 2026 checklist says the Kingslayer title has 21 records and does not require Touch of Malice or its catalyst; verify the live Journey title node before using that as a current completion checklist.
Quick Recap
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