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Destiny

Discuss all things Destiny.
Edited by Fal Chavam: 2/24/2017 5:05:27 AM
15

King's fall: lore and mechanics.

[b][u]King's fall, long live the king![/u][/b] This thread is going to talk about the raid King's fall. This will explain the mechanics and the lore behind everything we do in King's fall. [spoiler]I just brushed up on all the related cards, watched the King's fall ride along, and got a massive cup of soda. Let's do this.[/spoiler] The theme of this raid revolves around the idea of the weaver and the unraveler. (The death singers) because of that, the raid is very symmetrical to represent these two entities. [b][u]The Court of Oryx:[/u][/b] We begin at the court of Oryx in the hall of souls. To complete this part you have to have two people simultaneously grab tombs husks and dunk them into the summoning statues. When we do this we're preforming a ritual that basically says.[quote]"Oryx, taken king, first navigator! We challenge you in you're own court. We challenge you in the ways of the sword logic."[/quote]Once we've done this the court opens a rupture that leads to Oryx's throne world. [b][u]the Crux and Portico:[/u][/b] This part is just to send a message to the players that, you are in Oryx's world now and you should feel intimidated. The crux is meant to somewhat put you in awe. The portico is meant to have that same effect. Ever wonder where most of those hive ships go when they teleport away? This would be it. Consider the portico as the hanger. [b][u]The Basilica:[/u][/b] The basilica houses two challenges, the totems and the warpriest. We begin with the totems which is a challenge that we have to complete to prove that we are worthy to face the warpriest. We do this by gaining the "death singer's power" and depositing it in the middle. There are two side rooms (going with the theme of the unraveler and weaver). Left is the unraveler brand and is red, right is the weaver and is blue. In order to survive the death singers' shroud in these rooms you have to pick up those brands. You have to be in those rooms to hold down annihilator totems. Once enough "tribute" has been deposited into the center plate the Warpriest will deem you worthy and the barrier on the door will fall. The next part is the warpriest. Let's start with a little bit of background. The warpriest is a servant to Oryx and decides who is worthy to fight Oryx. (In the throne world. Outside of the throne world he's just another of Oryx's major lieutenants.) And by "deciding" I mean either you kill him or he kills you. The warpriest also has something called the oculus, (that big blight thing above the him) which was his edition of Crota's oversoul. [quote]From Crota, son of navigation, sword of pits, He learned to make his Oversoul Saying: challenge me, by the law of my ascendance Match me in bloodshed Or in blood be drowned[/quote]The warpriest has also taken part in the destruction of the Taishibeth civilization. Now for what he does in the raid. In order to kill the warpriest you must kill all of the hive that come pouring in until three major knights appear. You must then kill those knights for the glyph sequence to start. One person must call out the glyph order as the glyph order can only be seen on the front of the pillars. Three other people will have to stand on the glyph plates in the right order to get the brand of the initiate. Whoever activates the last plate will receive the brand and damage can only be done to the warpriest from inside the brand's bubble. The brand holder has to kill enemies before the brand's timer runs out or else they will die and it will be moved to the next person. Once all of the brand's charges have been used the warpriest will summon to oculus and the guardians will have to hide behind a pillar to survive it. Once it has finished the pillar will disappear, giving guardians four damage cycles before they are forced to wipe. Once guardians kill the warpriest, a rupture will open and they'll move to the next area. [b][u]Golgoroth's cellar:[/u][/b] This is the place where Oryx has bottle's of light stashed for him to consume. The light is obtained and bottled up by Golgoroth. (Hence the name Golgoroth's Cellar.) This place also houses a tablet of ruin. The Tablets of ruin were where Oryx wrote down the secrets of the deep. These tablets also allow Oryx to commune with the deep, so Oryx is very sensitive about where these tablets go. To kick this off we go into an extremely dark maze area, which was made to really make us feel like we were in the basement of Oryx's throne world. (There is a secret chest in there that requires people to step on certain hidden plates in the right order.) We then move on to Golgoroth's room where we have to shoot down an orb of light, which wakes up Golgoroth. In order to damage Golgoroth you have to shoot down another orb and stand in the pool of reclaimed light. (That light is reclaimed because it's no longer held "captive" as food for Oryx.) Someone also has to take Golgoroth's gaze or else he'll kill everyone standing in the pool of light. You take his gaze by shooting him in the back and pissing him off. He fires a volley of the taken centurion orbs at you until a timer runs out. Do this enough times and Golgoroth will fall. [b][u]The Transept:[/u][/b] Better known as piston wall, this is where you simply have to climb across a wall of pistons. Nothing too spectacular here. The "basket ball court of Oryx" is simply just an easter egg. NEXT AREA! [b][u]The Threshold:[/u][/b] This goes in two stages, first the death singers, then Oryx. (Kinda like Crota's end, death singer then Crota) We begin with the death singers Ir Halak and Ir Anûk, the unraveler and the weaver. They are twins as a result of their father attempting to kill a larvae. That larvae split in two but didn't die, and instead grew into the two death singers we know and love. They were the original inventors of the oversoul as they had planned to make a relic where they could hide their deaths. Or if you want the extremely complex version of that: [spoiler]“We propose a method by which Ascendant souls can be detached and integrated into a tautological and autonomous thanatosphere, which we tentatively term an oversoul. Oversouls can be stored in a throne world as a mechanism of enhanced death resilience. As a side effect, new refinements to our Deathsong may be achieved, moving us closer to a generally effective paracausal death impulse.”[/spoiler] What these two do is, the unraveler cuts apart reality and feeds the remnants to her sister. The weaver receives the threads of cut apart reality and weaves it into Oryx's throne world. I can only imagine it's to make it bigger. Now onto the fight. Someone is randomly torn between dimensions and that person has to do a little platforming to reach a relic that allows them to take the brand of the weaver (Ir Anûk's brand) or the brand of the weaver (Ir Halak's brand). It depends on which one is flailing with a red or blue flame around them, you take the brand of the one that is calm. With that brand you can damage the death singer. Rinse and repeat and they'll die. Now for the man of the hour. [b][u]Oryx, The Taken King, First navigator.[/u][/b] Oryx is the big head honcho of the hive and his story is told through the book of sorrow so if you want his background, I highly recommend you read that. Oryx is the father of Crota, Ir Halak, and Ir Anûk. His sisters are Savathûn and Xivu Arath. He is the current sovereign of the Osmium throne and claims the title of king of hive. Oryx holds the secrets of the deep which includes the ability to take. You begin the fight by approaching the mysterious ball of light. It disappears and Oryx pulls himself up to where you are. He summons some taken to fight you then he moves to a plate to slam it. On that plate he will leave a "torn between dimensions" relic and you have to do the same thing you did in the last battle to steal the brand from the vessel of Oryx. Then you must kill the vessel. While you standing on the plates this time around however there are blighted light ogres that spawn that you must kill. When they die they'll leave behind a blighted sphere. After you've killed the vessel you have to stun Oryx, then run to the blighted light spheres left behind by the Ogres. Those blights detonate and hurt Oryx. While still above 50% health that will be followed up by meteor strikes. After 50% health you'll be dragged into a wound where you'll have to kill a shade of Oryx to escape. After roughly sixteen blights have been detonated Oryx will be to point where he'll move to the center to call on the darkness. At this point the whole team will have to fire into his chest for the killing blow. What Oryx is doing in this part is using his reserves of light (his food) in a big gamble. If those ogres kill you then the gamble will pay off but if you kill them and successfully detonate the blights he loses some of his sustaining food. That, is how he takes damage. The blight he teleports you into is actually a wound, the same place were creatures waiting to be taken go. He uses that and the "meteors" in a quick last attempt to make the gamble pay off. As for the very last bit, Oryx calls upon his worm to try and directly consume you. In doing this he exposes his worm and allows for you to deal the real killing blow. And with this, Oryx, Taken king, First navigator, Sovereign of the Osmium throne, King of shapes, falls. [quote]Don't forget to check out the Lore master thread for more stuff like this: [url]https://www.bungie.net/en/Forum/Post/206388637/0/0[/url][/quote] Cheers :D

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