The Taken King  ·  Dreadnought  ·  Raid Guide

King's Fall Regicide

"Oryx returned to avenge his son, dragging the Dreadnought into our system and the Taken into our lives. Six Guardians now walk his ship — past his court, his Daughters, and into the throne room itself. Only regicide ends this."

Players 6
Location Dreadnought
Encounters 6
Exotic Touch of Malice
Seal Kingslayer
Encounters
00
Gate
Activate the portal
01
Basilica
Light the totems · Hold the relic
02
Warpriest
Knight of Oryx
03
Golgoroth
The Behemoth
04
Daughters of Oryx
Bridge · Ir Yût & Ir Halak
05
Oryx, the Taken King
Throne Room · Regicide
Golgoroth Maze Chest
Cellar · 5-plate sequence
Red Border Chest
Bonus jumping puzzle
Loot Table
1st Encounter
Gate
Scout Rifle
Precision Frame · 180 RPM
Machine Gun
High-Impact Frame · 360 RPM
Class Item
2nd Encounter
Basilica
Scout Rifle
Precision Frame · 180 RPM
Machine Gun
High-Impact Frame · 360 RPM
Chest Legs
3rd Encounter
Warpriest
Pulse Rifle
Adaptive Frame · 390 RPM
Sniper Rifle
Adaptive Frame · 90 RPM
Machine Gun
High-Impact Frame · 360 RPM
Arms Chest
4th Encounter
Golgoroth
Scout Rifle
Precision Frame · 180 RPM
Hand Cannon
Adaptive Frame · 140 RPM
Fusion Rifle
High-Impact Frame · 95 Impact
Machine Gun
High-Impact Frame · 360 RPM
Helm Legs
5th Encounter
The Daughters
Scout Rifle
Precision Frame · 180 RPM
Pulse Rifle
Adaptive Frame · 390 RPM
Hand Cannon
Adaptive Frame · 140 RPM
Sniper Rifle
Adaptive Frame · 90 RPM
Arms Chest
6th Encounter
Oryx, the Taken King
Any Weapon
Final boss drop
Exotic Scout Rifle
Random drop chance.
Exotic Catalyst
Unlocked via in-raid puzzle, not a boss drop.
Helm Arms
Armor Perks
Origin Trait
Runneth Over
Reloading near allies overflows the magazine. Bows receive faster draw time and Swords receive faster charge rate.
2 Piece Set Bonus
Iron Sharpens Iron
Final blows on Guardians and powerful combatants generate additional ammo progress.
4 Piece Set Bonus
Ascendant Escape
After a final blow on a powerful combatant, the next time your shields are broken you become invisible.
00
Opening
King's Fall · The Taken King · Dreadnought

Gate

"The Hive worship their dead god-king by walling off his tomb." Oryx's statues stand silent in the court, demanding tribute before the gate to his Dreadnought will open. Hive runners carry the relics he craves — strike them down, claim their orbs, and lay them at his idols' feet. Only then will the way to the Basilica reveal itself.

Split into two 3-stacks Orb dunking Relics expire on a timer Shield-locked doors
Overview

The goal of Gate is to open the Hive portal by dunking relics — Taken orbs — at the statues in the center room. Split the team into two groups of three: one group takes the left side, the other takes the right. Each side fights out to collect an orb and carries it back to the statues in the center to deposit it.

Every orb deposited spawns the next one slightly further away, and the relics expire if held too long. Dunking an orb adds roughly 3 seconds to the timer, which can buy the other side's carrier a little breathing room. Once all orbs are deposited, push into the court near the portal and clear the remaining enemies to activate it.

Relics expire An orb that's held too long without being dunked will expire and need to be re-collected. Keep the carrier moving and the path clear — don't let them get pinned down.
Doors seal on pickup The moment an orb is picked up, the doors leading back to the statues seal shut behind that side. The two non-carriers on each side are responsible for shooting out the shield generators on the doors to reopen the path before the carrier arrives.
Roles
Orb Carrier — 1 player per side (2 total)
Picks up the relic and runs it back to the statues in the center to dunk it. Cannot effectively fight back while carrying — relies on the other two players on their side to clear the path and guard them on the way in.
Door Breakers / Guards — 2 players per side (4 total)
Defeat enemies blocking the orb spawn, then shoot down the shield barriers sealing the doors back to the center. Escort the carrier in, clearing anything in their way. Once the carrier dunks, head back out to grab the next orb — or set up early to save time.
Optional: hold the center Consider leaving one or two players in the center room to clear adds that spawn there continuously, rather than rotating everyone out to the sides each trip. Keeps the statues clear for the next dunk and prevents the center from getting overrun.
Step-by-Step Flow
00 Setup
  1. 1
    Split into two groups of three — one group left, one group right. Decide who's carrying on each side before you start.
  2. 2
    Push out to your side's relic. Clear the enemies guarding it before anyone picks it up.
01 Orb cycle
  1. 3
    Carrier picks up the orb. The moment it's picked up, the doors back to the center seal shut on that side.
  2. 4
    The other two players shoot out the shield barrier blocking the door, then escort the carrier back in, clearing anything in the way.
  3. 5
    Dunk the orb at the statues in the center room. This adds roughly 3 seconds to the timer — useful if the other side's carrier is still en route.
  4. 6
    Head back out for the next orb. Each subsequent relic spawns slightly further from the center, so the run gets longer each cycle.
  5. 7
    Repeat until all orbs from both sides are deposited.
02 Activate the portal
  1. 8
    Once all orbs are dunked, move the full team into the court near the portal.
  2. 9
    Clear all enemies in the court. The portal activates once the area is clear, opening the way to Basilica.
Tempo tip — pre-stage the next pickup Once your side's door is broken open, consider sending one guard ahead to start clearing the next orb's spawn point while the carrier finishes the current dunk. Saves time across the full cycle.
Things to Watch For
Priority kills
  • Enemies guarding each relic spawn — clear before picking up the orb.
  • Shield generators on the sealed doors — must be destroyed to let the carrier back through.
Watch for
  • Relic expiration — don't let the carrier sit still too long without a clear path.
  • Increasing distance — later orbs spawn further out, so keep escorts tight on timing.
  • Center room adds — can overrun the statues if nobody's holding it.
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01
Basilica
King's Fall · The Taken King · Dreadnought

Basilica

Deep in the Basilica, Ir Anûk's Deathsingers have woven a chorus of poison and totems to guard the way forward. Their song will rot any Guardian who lingers in the dark — only the stolen Brand of the Unraveler keeps the venom at bay. Steal its power, feed the Annihilator Totems your enemies' deaths, and silence the chamber before the toxin claims you.

Buff juggling Split into two 3-stacks 30-second Brand timer No boss · pure mechanics
Overview

There are three rooms: left, center, and right. Split into two groups of three — one group per side room. The fight has no boss; it's a continuous loop of taking a Brand, farming kills for Deathsinger's Power, draining it at the center plate, and cycling the buff back out, repeated until the encounter completes.

Annihilator Totems will wipe the team Each side room has a totem that must always have a player standing beneath it. If a totem goes unguarded for more than a few seconds, it wipes the entire team. This never stops being true — even while rotating buffs.
Core Mechanics
Brand of the Unraveler / Brand of the Weaver
Picked up from an orb in a side room. Creates an aura that protects nearby players from the room's poison. Getting kills while holding the Brand generates charges of Deathsinger's Power. Has a 30-second timer — if it hits zero, the holder dies. The Unraveler is one side's version, the Weaver is the other's; functionally identical.
Deathsinger's Power
Stacks gained by getting kills while holding the Brand. Once accumulated, the player carrying it must move to the center room and stand on the middle plate until all charges drain out.
Brand Claimer
A buff dropped by the Knight as a Taken orb. Hold the interact key (E) on the orb to pick it up. With Brand Claimer active, walk up to the player currently holding the Brand and hold E on them to take it — transferring their Deathsinger's Power and Totem duty to you. Two separate interacts: pick up the orb first, then claim the Brand.
Annihilator Totems
One in each side room. Must always have a player standing beneath it. Left unguarded for a few seconds, it wipes the team — independent of everything else going on.
Roles

Split into two groups of three, one per side room. Each group has a Starter, a First Pickup, and a Second Pickup.

Starter — 1 player per side
Begins at the Brand spawn point at the entryway to the side room. Picks up the Brand immediately (both sides' Starters grab theirs at the same time), then moves to stand under the Annihilator Totem, killing Taken for Deathsinger's Power stacks while counting down the 30-second Brand timer out loud.
First Pickup — 1 player per side
Clears adds in the central room, then kills the Hive Wizard on the upper balcony (left or right depending on side) to spawn a Taken Knight. Kills the Knight, who drops a Brand Claimer orb — pick it up, then head to the Totem and claim the Starter's Brand once their countdown nears 3 seconds.
Second Pickup — 1 player per side
Clears adds in the central room while First Pickup is mid-cycle. Once First Pickup has left to claim the Brand, Second Pickup repeats the Wizard → Knight → Brand Claimer orb chain and heads to the Totem, claiming First Pickup's Brand once their countdown hits ~3 seconds.
After your Brand is claimed Once someone takes your Brand, head straight to the plate in the center room and stand on it until all your Deathsinger's Power has drained — it ticks down 2 stacks at a time. Once fully drained, restart the cycle by killing a Wizard.
Step-by-Step Flow
00 Setup
  1. 1
    Split into two groups of three — one left, one right. Assign Starter, First Pickup, and Second Pickup on each side.
  2. 2
    Both Starters pick up the Brand at the entryway spawn point at the same time, then move to stand under their side's Annihilator Totem.
01 The loop
  1. 3
    Starter kills Taken under the Totem, building Deathsinger's Power stacks, and counts the 30-second Brand timer down out loud starting at 10.
  2. 4
    First Pickup clears adds in the center room, then kills the Hive Wizard on the upper balcony on their side to spawn a Taken Knight.
  3. 5
    First Pickup kills the Knight, which drops a Taken orb — the Brand Claimer buff. Hold E on the orb to pick it up.
  4. 6
    With Brand Claimer active, head to the Totem and hold E on the Starter once their countdown hits ~3 seconds, claiming their Brand. First Pickup is now the Totem player, killing Taken for Deathsinger's Power.
  5. 7
    The player who just gave up the Brand heads to the center plate and stands on it until all Deathsinger's Power drains (ticks down 2 at a time).
  6. 8
    Meanwhile, Second Pickup clears adds in the center room. Once First Pickup has left to claim the Brand, Second Pickup kills a Wizard, then a Knight, picks up the Brand Claimer orb, and heads to the Totem.
  7. 9
    Second Pickup claims the Brand from First Pickup at ~3 seconds remaining and becomes the new Totem player.
  8. 10
    Once fully drained at the plate, restart the cycle by killing a Wizard — repeat continuously. There is no boss; the encounter ends once enough Deathsinger's Power has been drained across both sides.
Watch the 30-second Brand timer Call the countdown out loud starting at 10. The handoff should land around the 3-second mark — too early wastes Totem uptime, too late risks the holder dying when it reaches zero.
Only Brand holders should kill Taken enemies Non-Brand holders should avoid killing Taken outside of what's needed for their own task (Wizard, Knight, center-room adds). Deathsinger's Power only accumulates for the player holding the Brand — extra kills from others don't help and just thin out the kill pool.
Tips & Loadouts
Loadout suggestions
  • Prioritize wave clear / add control weapons — this fight is mostly about killing volume, not single hard targets.
  • Forbearance is strong for clearing groups.
  • A Grenade Launcher with Blinding Grenades buys breathing room.
  • Thunderlord is highly recommended — mows down adds and knocks out balcony Knights with ease.
  • A Shotgun with Trench Barrel makes quick work of the Blightguard.
  • Warlocks: Well of Radiance below the totems or in the center room helps survivability.
Things to watch for
  • An Overload Ogre occasionally spawns in front of the center plate — bring an appropriate Champion mod.
  • Only Brand holders should kill Taken enemies — this is how Deathsinger's Power accumulates. Other players should stick to their assigned task (Wizard, Knight, center-room adds) and not waste kills.
  • Don't use Shadowshot in the middle room — it just delays enemies from reaching the totems, which slows the whole loop down.
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02
Encounter
King's Fall · The Taken King · Dreadnought

Warpriest

Oryx's Warpriest stands sentinel over the Dreadnought's holy chamber, its Glyphs locked to a sequence only the Monoliths remember. Read the glow, walk the plates in order, and seize the Brand of the Initiate — then burn it down before the Oculus burns you.

Glyph sequence DPS check Oculus blast Brand of the Initiate
Overview

Warpriest is a DPS check gated behind a Glyph-reading puzzle. Damage only counts while standing inside the aura created by the Brand of the Initiate, which is awarded to whoever stands on the final plate of a correctly-read Glyph sequence. Players swap the Brand between each other using the Brand Claimer buff, dropped by Blightguards, before its timer runs out. Once a damage phase ends, everyone must hide behind a Monolith or die to the Warpriest's Oculus blast.

Hide from the Oculus When the damage phase ends, the Warpriest fires an Oculus blast that will kill anyone not hidden behind a Monolith. There are only 3 Monoliths total, and each one gets absorbed by the Oculus after use — but since the hide step happens after a damage phase, you get 4 damage phases total: one for each of the 3 Monoliths, plus a final phase with no Monolith left to hide behind. The boss needs to die by the end of that 4th phase.
Room Layout

The room is split into three distinct areas: top left balcony, central lower area, and raised right room. Pair off into three groups of two, sending one pair to each area.

Line of sight rule for reading Monoliths The middle plate can only see the back of the left and right Monoliths. The left plate can only see the back of the right Monolith. The right plate can only see the back of the left Monolith. Use process of elimination — whichever Monolith you can't see is the one that matters for your call.
Core Mechanics
Brand of the Initiate
Generates an aura that allows damage to the Warpriest — damage outside this aura doesn't count. Has a countdown timer. The player with Brand Claimer must hold E to take the Brand from the current holder at around 2 seconds remaining, keeping the damage phase alive.
Monoliths
Glow on their backside to indicate the next plate in the Glyph sequence. Must be hidden behind when the Warpriest fires its Oculus blast at the end of a damage phase. Each Monolith gets absorbed by the Oculus after use — there are 3 total, which is why the fight allows 4 damage phases (the last phase has no Monolith left to hide behind).
Plates
Must be activated in the order matching the Monolith glows. The player who stands on the final (third) plate in the sequence receives the Brand of the Initiate.
Blightguard
One spawns in each of the two areas where the Brand was not picked up. Defeating it drops the Brand Claimer buff, which lets a player take the Brand of the Initiate from whoever's currently holding it.
Step-by-Step Flow
00 Setup
  1. 1
    Split into three pairs — top left balcony, central lower area, raised right room.
  2. 2
    Activate the encounter by standing on the middle plate.
  3. 3
    Defeat enemies in all three areas until a Revenant Knight (Ravenous Taken Knight) spawns in each one. All three Knights must be killed — one per area — before the Glyph reading sequence starts.
01 Glyph reading sequence
  1. 4
    On "Glyph reading sequence started," stand on the middle plate and check the left and right Monoliths. If neither is glowing, the middle Monolith is the starting plate.
  2. 5
    Call out the glowing Monolith — that's the plate the sequence starts on. Step off the middle plate.
02 Glyph sequence
  1. 6
    On "Glyph sequence started," stand on the plate that was called out (the starting plate).
  2. 7
    From there, look at the other Monoliths and call out which one is now glowing — that's the second plate. Stay on the first plate rather than stepping off early.
  3. 8
    A second player stands on the second plate called out, then looks for and calls the third Monolith. The first and second plate players hold their position until the third plate is taken and the Brand is awarded.
  4. 9
    A third player stands on the third (final) plate. Whoever stands here receives the Brand of the Initiate.
03 Damage phase
  1. 10
    Four players head to the right side of the stage the Warpriest is standing on to deal damage: the Brand holder, their partner, and one player from each of the other two areas.
  2. 11
    The two remaining players stay behind in their areas, waiting for their Blightguard to spawn. Blightguards spawn one after the other, not simultaneously.
  3. 12
    First player kills their Blightguard, picks up Brand Claimer, and heads into the damage aura. As the current Brand holder counts down, this player holds E to claim the Brand at around 2 seconds remaining.
  4. 13
    Second player kills their Blightguard once it spawns, picks up their Brand Claimer, and takes the Brand from the first player the same way — holding E with about 2 seconds left on the timer.
Blightguard spawn locations Blightguards spawn in the two areas where the Brand of the Initiate was not claimed. Example: if the Brand was acquired from the right plate, Blightguards spawn in the middle and left areas. They don't spawn at the same time — the second one appears after the first is dealt with.
04 End of damage phase
  1. 14
    After the third player's Brand timer runs out, the damage phase ends. Call out which Monolith to hide behind in advance so the whole team hides behind the same one — avoids confusion and people scattering to different Monoliths.
  2. 15
    Repeat the full cycle — Glyph reading, plates, Brand, damage, Oculus — until the Warpriest is defeated. There are 3 Monoliths, giving 4 total damage phases (the last with no Monolith to hide behind).
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03
Encounter
King's Fall · The Taken King · Dreadnought

Golgoroth

"Even his name was a curse, spoken only by those who would not return to speak it twice." Golgoroth was Oryx's torturer before he became his guardian — a Hive Ogre whose gaze alone could unmake a Guardian's body. Trade his stare between you, steal his stolen light, and strike the wound in his stomach before the Tablet of Ruin counts your failures and finds you wanting.

Pools of Reclaimed Light Golgoroth's Gaze Unstable Essence Tablet of Ruin
Overview

Golgoroth's stomach can only be damaged while standing in a Pool of Reclaimed Light, created by shooting down orbs that hang from the ceiling. Two players take turns holding Golgoroth's Gaze by shooting him in the back — this keeps him from turning around and killing the damage team at his feet. As the Gaze swaps between the two of them, the damage team moves to the next orb, shoots it down, and deals damage from the new pool. Repeat until all six orbs are used or the Gaze trade fails.

Tablet of Ruin Every Pool of Reclaimed Light that goes unused during a damage phase adds a mark to the Tablet of Ruin. Reach 6 marks across the encounter and the team wipes. Don't waste orbs.
Maximum 3 rotations The fireteam gets a maximum of three full rotations (enemy clear → damage phase → repeat) to defeat Golgoroth.
Arena Layout

The arena has an upper perimeter and a lower pit where Golgoroth stands. Most of the team huddles around the entrance and sides of the perimeter between damage phases. The far side of the arena is where enemies funnel in.

Core Mechanics
Orbs & Pools of Reclaimed Light
Orbs hang from the ceiling. Destroying one creates a Pool of Reclaimed Light on the ground below it. Standing in the pool grants increased damage to Golgoroth's stomach.
Golgoroth's Gaze
Shooting Golgoroth in the back makes him turn and fire darts at that player for 20 seconds. This is what keeps him from killing the damage team down in the pit — as long as someone holds his Gaze, he can't turn back around.
Unstable Essence
Randomly applied to a player standing in a Pool of Reclaimed Light. After a few seconds it explodes, killing anyone nearby. The affected player should move away from allies — the explosion itself also damages Golgoroth, so staying close to him (rather than to teammates) is one option.
Tablet of Ruin
Gains one charge for every Pool of Reclaimed Light that goes unused during a damage phase. Six total charges across the encounter wipes the team — orbs need to actually get used, not just shot down.
Roles
Gaze Holders — 2 players
Shoot Golgoroth in the back to capture his Gaze, then count down the 20-second timer out loud. Position along the perimeter so the damage team in the pit stays protected. Pass the Gaze at the last possible moment to maximize the damage team's time in each pool.
Damage Team — remaining players
Once the Gaze is captured, shoot down the available orb, drop into the Pool of Reclaimed Light, and damage Golgoroth's stomach. When the Gaze shifts to the other Gaze Holder, move to the next orb and repeat.
Step-by-Step Flow
00 Start
  1. 1
    Destroy the central orb to summon Golgoroth and begin the fight.
  2. 2
    Clear enemies funneling down the sides of the arena.
01 Opening the damage phase
  1. 3
    Once an orb spawns, one Gaze Holder takes Golgoroth's aggro (shoot the ground near him or get close), while the second Gaze Holder shoots him in the back to capture the Gaze.
  2. 4
    While this happens, the damage team destroys the orb, jumps down into the resulting pool, and starts dealing damage to Golgoroth's stomach.
02 The damage loop
  1. 5
    The current Gaze Holder counts down the 20-second timer out loud, calling when the other player should take over.
  2. 6
    Pass the Gaze at the last possible moment — the second Gaze Holder shoots Golgoroth in the back just before the timer expires.
  3. 7
    When the Gaze shifts, the damage team locates the next available orb, shoots it down, and deals damage from the new pool.
  4. 8
    Whoever gets hit with Unstable Essence should move away from allies immediately — staying near Golgoroth instead of teammates lets the explosion contribute damage instead of killing someone.
  5. 9
    Repeat the Gaze trade and orb cycle until all 6 orbs have been used, or until the Gaze fails to transfer successfully.
03 End of damage phase
  1. 10
    When the phase ends (all orbs used, or a failed Gaze transfer), exit the arena quickly and regroup around the perimeter to handle new enemy spawns.
  2. 11
    Repeat the entire process — up to 3 full rotations — until Golgoroth is defeated.
DPS & Loadout Tips
Strong picks
  • Well of Radiance dropped at each Pool of Reclaimed Light significantly boosts team damage. Phoenix Protocol helps keep enough Wells available.
  • Other Solar Warlocks: Starfire Protocol, Witherhoard, and Fusion Grenades all add serious damage.
  • Stasis Titans can also put out strong numbers.
Debuffs & finishers
  • Nightstalker's Shadowshot and Tractor Cannon both debuff Golgoroth for extra damage.
  • Linear Fusion Rifles and slug Shotguns help push damage over the line.
  • Aeon gauntlets can finish off miniboss enemies on the far side of the arena for bonus Heavy ammo.
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04
Encounter
King's Fall · The Taken King · Dreadnought

Daughters of Oryx

In the same arena where Oryx himself will stand, his daughters sing a dirge meant to unmake any Guardian who lingers. Walk the Ascendant path, tear a Blightguard free piece by piece, and steal a Daughter's own aura to survive her song long enough to kill her.

Ascendant path Platform sequence 2-minute Dirge/Hymn timer Torn Between Dimensions
Overview

This fight takes place in the same arena as Oryx himself. Each phase, the team forms an Ascendant path three times to assemble a full Blightguard buff piece by piece. On the third time, the player who's Torn Between Dimensions uses the completed Blightguard to steal a Daughter's Aura, letting the whole team survive her song while they burn her down.

The Dirge / Hymn will wipe the team One of the Daughters sings a Dirge of Unraveling (or Hymn of Weaving) with a 2-minute timer. The only way to survive it is to steal the Aura of Unraveling/Weaving from the Daughter who's currently shooting. If the aura isn't stolen in time, the team wipes.
Speed matters Each phase only allows 2 minutes to complete all three Blightguard cycles, steal the aura, and kill the Daughter. The faster platforms get activated and the path formed, the more time is left for actual damage.
Core Mechanics
Torn Between Dimensions
One player is randomly selected each cycle. While Torn, they can only jump — no other actions. Their job is to cross floating blocks along the Ascendant path, collect a piece of the Blightguard, and (on the third cycle) steal the Aura from the shooting Daughter.
Ascendant Path
A wispy path that forms in the air, letting the Torn player reach the Blightguard piece. Formed by standing on the two correct platforms in sequence — first the glowing one, then the one matching the glowing ball that appears above it.
Platforms
One of four platforms glows, indicating the first one to stand on. While standing on it, a glowing ball appears floating above the platform that must be activated second. Standing on that second platform completes the Ascendant path.
Dirge of Unraveling / Hymn of Weaving
A 2-minute timer that wipes the team if it expires. Surviving requires stealing the Aura of Unraveling/Weaving from the Daughter currently shooting.
Aura of Unraveling / Aura of Weaving
Claimed from the shooting Daughter by standing on the large pillar beneath her, inside her bubble, and pressing E. It's the Aura itself that protects from the Dirge/Hymn — the team's conventional damage spot (the small ledge below the non-shooting Daughter) just happens to sit within its range.
Roles & Callouts

Assign one player to each of the four platforms, with two players as floaters. If a platform-assigned player is Torn Between Dimensions for that cycle, they call out which platform needs to be covered by a floater.

Example callout convention One naming scheme: L1 / R1 for the platforms near the entrance, L2 / R2 for the platforms where Oryx spawns. Communicate which platform starts and which finishes the path — e.g. "L1 start, R2 finish." Use whatever callouts work for your group, just keep them fast and unambiguous.
Step-by-Step Flow
00 Start
  1. 1
    Defeat the Knight on the starting platform, then jump up onto the platform.
01 Forming the path (×3)
  1. 2
    While standing on the glowing platform, call out where the glowing ball is floating — this marks the second platform that needs to be activated.
  2. 3
    Stand on the second platform to complete the Ascendant path.
  3. 4
    Meanwhile, the Torn Between Dimensions player crosses the path (jumping only) and collects a Blightguard piece at the end.
  4. 5
    Repeat this full cycle three times — a new player may be selected as Torn each time.
02 Stealing the Aura
  1. 6
    On the third cycle, the Torn player holds the interact key to pick up the completed Blightguard.
  2. 7
    The Torn player then moves to the large pillar the shooting Daughter is floating above, standing inside her bubble aura, and presses E to claim her Aura.
03 Damage phase
  1. 8
    All players move to the small ledge below the Daughter who is NOT shooting — there are two small ledges in the space between the Daughters, one below each. This is when the team deals damage to the Daughter across from them — the one the Aura was just stolen from.
  2. 9
    Stay in the Brand Claimer's aura until the timer runs out — leaving early risks dying to the song. Once the Daughter is defeated, repeat the entire process for the second Daughter.
Things to Watch For
Add spawns
  • Groups of enemies spawn beside each platform near the center of the room — clear them quickly.
  • The platform to the right of the entrance spawns four Taken Phalanx — prioritize this one.
  • Snipers spawn on floating islands to the sides of the arena once the second platform is activated.
DPS & positioning
  • A good damage spot is the small ledge in the middle, opposite the Daughter you're fighting.
  • Gjallarhorn and Legendary Rocket Launchers make short work of the Daughters — DPS itself isn't the hard part, timing is.
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05
Final Boss
King's Fall · The Taken King · Dreadnought

Oryx, the Taken King

The god-king of the Hive stands at the heart of his own Dreadnought, daring six Guardians to do what no fireteam has done before — kill him in his own throne room. Steal his immortality, detonate his own stolen light against him, and tear open his chest before he buries you in the dark between realities.

Corrupted Light bombs Aura of Immortality Long encounter · multi-phase Regicide
Overview

This is one of the longest encounters in the game. Each round, the team forms the Ascendant path three times to assemble a Blightguard, uses it to steal the Aura of Immortality from the Vessel of Oryx, then detonates Corrupted Light bombs simultaneously to stun Oryx for a damage phase. Damage is dealt by shooting his chest. After each damage phase, Oryx does one of two randomly-chosen activities before the cycle repeats — this continues until he drops to 25% health, triggering his final stand.

This fight has distinct phases Setup (Blightguard + Aura of Immortality) → Corrupted Light detonation → damage phase → one of two random post-phase activities → repeat. At 25% health, the final stand begins with a modified version of the setup phase.
Core Mechanics
Torn Between Dimensions
As soon as someone stands on the starting platform, one player is selected as Torn. Like Daughters of Oryx, this player crosses the Ascendant path to claim a Blightguard piece.
Ascendant Path
Formed by standing on the two correct platforms — first the one Oryx slams (the starting platform), then the finishing platform that's called out once someone is standing on the start.
Blightguard
Three pieces collected one at a time via the Ascendant path. On the third piece, the Torn player interacts with it to gain the Brand Reclaimer buff, used to steal the Aura of Immortality from the Vessel of Oryx.
Corrupted Light
Dropped by defeated Light-Eater Ogres. Standing next to a Corrupted Light bomb activates it, causing it to explode and stun Oryx — but don't step in until "Oryx calls upon the darkness" appears on screen. One Light-Eater Knight spawns per bomb and will delete it if it reaches the bomb first — these Knights must die before they get there.
Shade of Oryx
One of the two random post-phase activities. Players teleport into the arena one at a time until all six are inside, then fight the Shade together. Defeating it frees everyone and starts the next round. No timer, but there's a limited window once everyone's inside before the team wipes.
Oryx Bombs
The other random post-phase activity. Oryx flies to the front of the ship and summons bombs on top of players. Ends after a short duration, or early if all four Taken Knights on the platforms are defeated.
Roles & Callouts

Same setup as Daughters of Oryx: assign one player to each of the four platforms, with two players as floaters. If a platform-assigned player is selected as Torn Between Dimensions for that cycle, they call out which platform needs to be covered by a floater. These same platform assignments carry into the Corrupted Light phase — each platform player takes the bomb dropped by the Ogre that spawned at their platform.

Example callout convention Reuse whatever naming scheme your team used for Daughters — e.g. L1 / R1 and L2 / R2 for the four platforms. Communicate which platform starts and which finishes the path — e.g. "L1 start, R2 finish." Keep callouts fast and unambiguous.
Step-by-Step Flow
00 Start
  1. 1
    Approach the wisp at the front of the room and defeat enemies until Oryx picks a side and slams a platform — that's the Torn player's starting platform.
01 Blightguard cycle (×3)
  1. 2
    Standing on the starting platform selects the Torn player and reveals the finishing platform — call it out.
  2. 3
    Torn player traverses the Ascendant path to claim a Blightguard piece.
  3. 4
    Meanwhile, four Light-Eater Ogres spawn one at a time, going clockwise starting with the platform after the one Oryx slammed his fist on. Each drops a Corrupted Light bomb when defeated. Kill them ASAP — they can be damaged during their spawn-in animation.
  4. 5
    When an Ogre dies, a Light-Eater Knight spawns diagonally across the room and runs toward that Ogre's Corrupted Light. Kill it before it reaches the bomb — contact deletes the bomb.
  5. 6
    Repeat the platform → path → Blightguard piece cycle three times total.
  6. 7
    On the third piece, the Torn player interacts with it to gain the Brand Reclaimer buff.
02 Stealing the Aura of Immortality
  1. 8
    Locate the Vessel of Oryx Knight running down the middle of the room. Hold interact to take the Aura of Immortality from it, then defeat it. Once defeated, the Brand Reclaimer player should stay between the two pillars the Daughters were floating above — this gives everyone a clear path to run into the Aura. Don't move around during the damage phase once positioned there.
03 Detonating Corrupted Light
  1. 9
    The four platform-assigned players each take the Corrupted Light dropped by the Ogre that spawned at their platform. If one of those four players was the Torn player who claimed the final Blightguard piece, a floater takes that bomb instead.
  2. 10
    Do not step into the Corrupted Light early. Wait until the on-screen text reads "Oryx calls upon the darkness" — the instant it appears, everyone assigned to a bomb steps into theirs immediately.
  3. 11
    Cross the wispy circumference threshold and stand in the center until the message "[Player] has detonated a Corrupted Light" appears for each.
  4. 12
    Retreat into the Aura of Immortality immediately after — standing in it protects against the Corrupted Light explosion. If timed right, all bombs detonate together, stunning Oryx. Each bomb that explodes adds a few seconds to the damage window.
04 Damage phase
  1. 13
    Shoot Oryx in the chest while he's stunned to deal damage, until he disengages and heads to the front of the ship.
05 Post-phase activity (random)
  1. 14
    Oryx Bombs: Oryx flies to the front and summons bombs on players. Either run laps to survive until it ends, or defeat all four Taken Knights on the platforms to end it early.
  2. 15
    Shade of Oryx (alternate): Players teleport into a dome one at a time until all six are inside, then fight the Shade together. Defeating it frees the team and starts the next round.
Oryx Bombs can kill anyone During the Oryx Bombs activity, a bomb that drops on one player can kill anyone standing nearby. Avoid clumping up with teammates and stay mobile.
06 Repeat
  1. 16
    Repeat the entire cycle — platforms, Ascendant path, Blightguard, Aura, Corrupted Light, damage, post-phase activity — until Oryx reaches 25% health.
07 Final stand (25% health)
  1. 17
    Oryx moves to the front of the ship for his final stand. Two more Light-Eater Ogres spawn and drop Corrupted Light — no Light-Eater Knights spawn this time.
  2. 18
    When Oryx again calls upon the darkness, detonate these bombs for additional damage time. This is effectively mandatory — without that extra time, the damage window usually isn't long enough to finish Oryx in the final stand.
  3. 19
    Once Oryx's chest is open and glowing, the whole team deals damage until he's defeated.
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Bonus
King's Fall · The Taken King · Dreadnought

Golgoroth Cellar — Maze Chest

Beneath Golgoroth's arena, the Cellar's maze hides a chest from any Guardian who can't read the floor's own warning — five plates, one true order, and a single safe step among a dozen ways to fall forever.

5-plate sequence Death pits
Overview

Separate from the rune hunt, the maze beneath Golgoroth's arena ("the Cellar") hides its own secret chest behind a 5-plate sequence puzzle.

5 Plates
  • Send the team into the maze and position one player at each of the 5 plates.
  • Orient yourself with the entrance at the bottom and the exit at the top of the maze.
Plate Order
  1. 1
    Bottom right
  2. 2
    Top left
  3. 3
    Bottom left
  4. 4
    Middle left
  5. 5
    Top right
Golgoroth maze plate map showing entrance, exit, and plate locations 1-5
Maze layout — plates numbered 1–5 in activation order. Entrance at bottom, exit at top.

Each plate hit in the correct order produces a loud thud that echoes through the maze. Hitting all five correctly triggers a notification that a chest has appeared — head to the middle of the maze to claim it.

Death pits Almost every circular opening in the maze floor is a one-way trip to death — only one is safe. Watch your footing.
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Bonus
King's Fall · The Taken King · Dreadnought

Red Border Chest

Hidden in the walls of Oryx's Dreadnought are nine runes, only three of which the raid demands. Read the ship's own symbols, carry them with you through every encounter, and shoot the matching three to earn the runes' offering — and a guaranteed red border.

Once per account per week Single run · no checkpoints 9 possible runes · 3 needed
Overview

When you first spawn into the raid — before grabbing the Relic — run through the hallway with the Thrall statues up to the podium housing the portal to the rest of the raid. Go underneath the podium and face back toward where you spawned. Three green runes will be staring back at you: one on your left, one on the ceiling, and one on your right.

This display tells you exactly which three runes you need to find and activate throughout the run. Write down their shapes or take a screenshot — you'll need to recognize them later.

You get a second chance to read them You can also read the runes after completing Gate but before going through the portal to the Tomb Ships encounter, in case you missed them the first time.
Rules Nine glowing circles exist throughout the raid, each revealing a symbol when shot. You must shoot the three that match the symbols shown at the start. Shooting the wrong one isn't fatal — shoot it again to deactivate it. The whole sequence must be completed in one continuous run with no checkpoints, and is limited to once per account per week.
Rune Locations

All nine possible rune locations, in the order you'll encounter them. Activate your three identified runes by shooting their flaming discs — only your three matter, but knowing all nine locations helps you recognize and skip the wrong ones quickly.

1 — Swinging Pendulums
Jump on the first pendulum, turn around, and look beneath the platform you just jumped from.
2 — 1st Secret Chest
On the left side, up the ramp near the end of the Hive tombship jump puzzle. The flaming disc is above the doorway.
3 — Basilica
Go to the left side room and stand on the plate, facing the way you entered. The disc is on the second floor, near the 10 o'clock position.
4 — Warpriest Encounter
At the top of the stairs on the right-side balcony that overlooks the middle. The flaming disc is on the wall to the right, when the stairs are behind you.
5 — Golgoroth's Maze
At the last hole of the maze, jump over and look back into the hole.
6 — Golgoroth Encounter
In the close lower-left hidey hole, beneath the platform where Guardians commonly place a Titan Bubble.
7 — Wall Jump Puzzle
Next to the 3rd secret chest.
8 — Wall Jump Puzzle
At the end of the wall jumping puzzle, on the ceiling of the large doorway you exit through.
9 — Daughters / Oryx Encounter
Enter the room, turn around — the flaming disc is above the door.
Success message If you've correctly activated all three matching runes, you'll see a message read: "The runes accept your offering."
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