


After killing the Wizard, a Taken Knight will spawn. While down there, the Brand holder needs to kill enemies to build up stacks of Deathsinger’s Power (you get them by killing enemies, and you get more from more powerful enemies).Īnother person stays in the middle and helps clear ads until a Wizard spawns on their balcony. The buff is called “Brand of the Weaver,” but most people just call it the Brand. One person takes the orb at the top of the path to their side and must stand with the buff by their totem. Here are the three objectives for each team: The three members of each group will start out with a specific role, then rotate to another one once completing their first. To start off, break your team into two groups of three - both groups will be doing exactly the same thing. Shotguns (for Taken Knights and Unstoppable Champions).First, though, we’ll start off with loadout recommendations. We’ll provide a detailed rundown of what each player’s role is, then we’ll give a TL DR for those who need a quick explanation. Totems is the first real encounter of the raid. Totems (First Encounter) Image: Activision & Bungie via HGG / Brett Moss

You’ll see the entrance to this room as a hole in the wall to your left when going through this last section on the ship. Once you make it across, there’s a secret chest in a side room near where you’ll have to stand on plates to open the door for the last ship. A bunch of ships will spawn from time to time within jumping range, but you need to land on the correct one. Once the ship you’re on begins to disappear, you’ll need to be on your way to a new one. You’ll notice a bunch of other ships floating around near you, as well. Once on the ship, it will begin to move forward. This is especially true if you have new players who don’t know the route on your team. It isn’t required to all go across at the same time, but it makes things easier. Wait for your teammates to make it, then everyone should hop on together. After making it past the swinging platforms, you’ll find yourself by a large ship. The second part of this section is more complicated. You just time your jumps so you land at the right time and keep doing so until you make it all the way across. Making it across the swinging platforms is pretty easy. This jumping puzzle consists of two halves: a simple one that involves jumping across swinging platforms, and one of the most infamous in raid history - the ships. Jumping Puzzle (Swinging Platforms and the Ships) Image: Activision & Bungie via HGG / Brett Moss Do this several more times until the path forward is opened. Both orb carriers should deposit them at the same time. Take the orb to the middle area, where you’ll see a Taken symbol on one of the statues. There will be Taken barrier on the doors to each side that also need to be shot by either the extra person on each side or the people in middle.

The left and right groups will need to pick up a Taken orb (this should be done at the same time on both sides), then the teammate left without an orb on each side should protect the orb carrier. You’ll want to split into three groups of two, with a group assigned to left, right, and middle. This section of the raid is really simple, so we won’t go too in-depth on it. Entering King’s Fall (Intro Encounter) Image: Activision & Bungie via HGG / Brett Moss Between armor and artifact levels, it shouldn’t take long to be prepared. The minimum light requirement is stated as 1550, but by the time you get to Oryx, it will have scaled up to 1580 (the Pinnacle cap). All you have to do is click on the Legends tab on the destination menu (it’s the same section as Vault of Glass and Prophecy). 10 Oryx, The Taken King (Fifth Encounter).3 Jumping Puzzle (Swinging Platforms and the Ships).2 Entering King’s Fall (Intro Encounter).
