Opening the portal is about as easy as this Raid will get, and to begin we’re going to split your fire team into three teams of two.
L1 and R1 will be your carriers, and L2 and R2 will be your blockers. A1 and A2 are going to stay in the main room where you start, shooting open the barriers on the left and right, as well as clearing the adds out of the hallway with the statue.
You’ll begin in the room just prior to where the statues are located for the Court of Oryx, and they play a big role in what you’re about to do. Do you see the two Relics on top of the poles in the room? L1 and R1 will need to pick these up, and then place them into the statue where you see the black orb. That will take care of statue one of six.
The clock has started, so L1 and L2 need to head to the left side of the main room and through the corridor, following it until they spot the next Relic. L1 will of course go to grab it, and L2 will defeat any adds that try to cause trouble along the way. When L1 grabs the Relic, L2 needs to shoot open the barrier to allow L1 to return to the main room. The process for R1 and R2 is exactly the same, and should be carried out at exactly the same time. The two Relics should arrive at each statue at roughly the same time.
Back in the main room, A1 and A2 should be busy clearing out all the enemies. As soon as a barrier pops up, they need to turn to the left and right, shooting it open so that L1 and R1 can return with the Relic. A1 and A2 will also need to blast open the large barrier blocking the hallway with the statues. That’s three barriers between the two of them, and this should allow L1 and R1 to place the Relics into the appropriate statue. That will be statue two of six.
By now you get the idea. The process remains exactly the same all the way through. You need to place two Relics in each of the six statues, one from L1 and one from R1. If you don’t get a Relic to the statue in time, you’ll be set back one statue, but will be allowed to continue. Truthfully, this should not be that hard.
When you’re done, clear out a small amount of enemies from the area where you fight in the Court of Oryx, and then jump through the portal to complete this section. You’ll have a chest waiting for you that generally contains materials, such as Moldering Shards and Wormspore.
Run forward until you reach a room with several pendulum like objects swinging back and forth. There is no trick here, just jump from one to the other until you reach the opposite side. Run forward from that point until you reach the ship jumping puzzle.
Before you begin, look at your subclass and ensure that you have perks with high agility set. This will allow you to complete the puzzle without having to worry about getting enough height. Even if you have to use different gear (we used the Bones of Eao) that drops your Light level, there are no enemies here. You can drop your Light level as far as you want, and then change the gear back once the puzzle is over. With our Nightstalker subclass and Bones of Eao, we had a quad jump that made this very easy.
Pro Tip: If you have one of the three swords, equip it and pull it out. This will allow you to see your Guardian in third-person, making the jumping puzzle much easier to complete.We are going to give you instructions based on the idea that you are facing the front of the ship that you just jumped on. This means we’ll always assume that your 12 o’clock is the front of the ship, and will tell you where to look/jump based on that. Since the ships you need to jump on are moving, they may not be exactly where they say when you look, but it should give you a good idea of where you need to go.
To begin, jump on top of the stationary ship in front of you. It will start to move, and you’ll want to move to your 5 o’clock and look for a ship that is approaching from slightly above you (you may even see it at 3 o’clock if you look early enough), but moving to a position below you. When it’s close, jump to it.
For the second one, you’ll want to look for a ship at your 2 o’clock. When it’s close, jump for it, using your special jumping ability to break your fall and prevent you from taking damage.
Your third ship will approach from about 9 o’clock, but since it’s moving you can just look to the left from your 12 o’clock position and you’ll see it. It’s just a little bit below you, and this jump should be fairly short.
The ship you’re on now will take you directly toward a platform. Be brave and ride it out, jumping to the platform when you think you can make it. That’s the first leg of this puzzle down.
From the platform, look for a ship that spawns in and runs parallel just a short jump in front of you. Land on it, then move to the front and face 12 o’clock as we mentioned. Your next ride will spawn in at your 11 o’clock, but again this is a short jump.
Move to the very back of this ship, but face 12 o’clock again. You will see a ship pass incredibly close to you, and common sense would tell you to jump on it. Do not do this, however, instead waiting for the next ship that will appear at your 1 o’clock high the moment the first is out of your field of view.
As always, move to the 12 o’clock point we spoke of on the ship, and as soon as another spawn in at your 1 o’clock high, jump to it.
The second to last ship you need to jump on will spawn in at 11 o’clock, but within a second will be at your 12 o’clock. Jump from a short distance back, allowing you to get the height required to make it on top.
This ship will be your longest ride, as the last ship you need to jump on will test your patience. Face 12 o’clock once again, but this time ride this ship for approximately 22 or 23 seconds. A few ships will pass in front of you, but the one you want will spawn in just a second before the one you’re standing on fades away. This ship you seek will appear at your 1 o’clock, so jump to and ride it close to the platform. When you think you can make it, hop over and put your feet back on solid ground once again.
The next part is actually quite easy, but we’re going to complicate it for you so that you can get your hands on a hidden chest. From the platform you landed on, make your way up the left or right stairs, and then clear out all the Hive on the opposite side. You will see a ship sitting idle in front of you, and at the top of the stairs that lead to it will be two plates, also on the left and right sides.
Four members of your fire team are going to jump on the stationary ship that’s sitting a little ways in front of you, and two are going to occupy the two plates. This will accomplish two things. One is that it will drop the barrier in front of you, and the second is that it will open the door that leads to the secret chest.
The group on the ship will be looking toward the wall that is to the left of the barrier. Running horizontally along that wall will be a small ledge, with another ledge that looks to be on about a 45 degree angle. When you think you’re close enough, run and jump (paging Bones of Eao) to the horizontal ledge, and then carefully ascend the one on an upward angle. Part way to the top you will notice an alcove that you can jump into, and in that alcove will be a doorway that will be open, assuming your two trailing teammates are still sitting on the plates back where your ship originated.
The chest is on a timer, but you should be safe as long as nobody has gone to watch an episode of the Big Bang Theory. Once the first four have looted it, they need to drop down, clear out the adds, and then stand on the two plates on their side. That will allow your two remaining team members to follow the same path you did and pass through the door to the secret chest.
Once your fire team has regrouped and taken a celebratory photo, head into the hallway where the Shrieker was. Just behind its location, on a ledge attached to the giant structure in the middle, will be a Calcified Fragment. Be sure to grab that before you continue to push forward and towards Oryx.
From here it’s pretty simple stuff for a few moments. Just jump into the upward energy stream and ride it to the top (don’t move around in it or you’ll get stuck).
The door in front of you will open, and there are some things you’ll want to take note of. First of all, you’ll see some Hive that appear to be worshiping, and they are not to be touched until you’re ready to kick off this portion of the Raid. The second item of interest is a plate in the middle of the room, and that is of great importance. The third thing you’ll see is a big door in front of you, with some symbols running up the side. That’s basically your progress bar. Finally, to the left and right you will see two Relics (one on each side), and beyond those more plates.
Oh, and don't forget to snag the Calcified Fragment sitting by the pillar just in side the door to the Power the Glyph area.
Before you begin, split your team into two squads of three.
We’ll tell you what L1, L2 and L3 need to do, and really you just copy this exact formula on the right side. Also, be sure you switch back to the gear with your highest Light level, and even consider configuring your subclass so that you have maximum toughness. Deaths in this section are almost always going to result in your squad wiping, so be sure you can all take a beating.
To begin, L1 (remember, R1 does the exact same thing at exactly the same time on their side) will run down and pass over the Relic. This will give them something called the Brand of the Weaver, and a 30 second timer that’s counting down. Also in the bottom left of your HUD will be a message that the Annihilator Totems awaken.
While all of this is happening, L2 should be following L1 and sticking to them like glue, and L3 will be back in the main room, on the steps with the plate in front of them. L3 is currently in charge of killing all the adds in that center area.
L1 and L2 will run forward and stand on the plate beyond where the Relic was picked up. All you have to do at this point is clear enemies and wait for the Brand of the Weaver timer to run out. When it does, L1 will have a message that says Aura of the Weaver, and another that says Deathsinger’s Power x 10. L2 will now have the Brand of the Weaver and a 30 second countdown timer.
L1 will now leave L2, but L2 must be standing on the left side plate. L1 will run to the center room, and then stand on the plate there. As this is happening, L3 will quickly rotate out of the center room and join L2 on the left side plate.
As L1 is standing on the center plate, they will notice that the Deathsinger’s Power will begin reducing, and continue until it is completely gone. When it is, they will move back to the steps and clear out enemies.
Remember how L2 picked up the Brand of the Weaver? Well, when their timer runs out they will also get the Deathsinger’s Power, and must then pass the Brand of the Weaver off to L3, who is rotating in from the center room. L2 will then run to the center and stand on the plate until the Deathsinger’s Power is all gone, and then move back to the steps.
That is pretty much the entire process. One team member will always be in the center room, losing the Deathsinger’s Power by standing on the plate. One team member will have the Brand of the Weaver while standing on the left side plate, and one team member will be moving from the center room to the left side plate in order to take the Brand of the Weaver from someone else. You just continue to rotate L1 to L3, L3 to L2, and then L2 to L1. Continue this process until the symbols to the left and right of the giant center door are fully lit up, and a message appears on-screen that says the Warpriest deems you worthy.
Before you move forward, make sure to loot the chest in the middle of the room. We got the Kingslayer Shell from it, a 300+ Ghost that looks beyond cool when you bring it up. You’re also likely to get more of the Moldering Shards, as well as the Wormspore that you’ll need to upgrade certain Taken King items.
The Warpriest will be the first really tough encounter of the Raid, and you can expect to fail it several times before you get it right. That’s okay. Just take some runs and allow yourself to make mistakes, learning from them each time you try again. Let’s divide your team again.
Your team has been divided up between the three plates in the room. The left one is up high, the center one is down low, and the right plate is near the nearby stairs. L1/L2 and C1/C2 are going to stick together, with one team member stepping on the plate at the appropriate time. R1/R2 are going to split up. Just to keep things clear we’ll ask you to designate L1, C1 and R1 as your plate players. L2 and C2 will support their partners, and R2 will take up a position in the room to the right of the Warpriest while you are looking at him.
Ideally, you want your best players to be stepping on the plates, as they will be taking on a job that is essential to your team’s success.
The way the Warpriest works isn’t as difficult as you might think. First of all, have R2 go to the area to the right of where the Warpriest stands when he enters the area. Their job will be to look at the back of the glyphs that are in the room. At a certain point these glyphs will light up, but only R2 will be able to see it. They will relay the order that L1, C1 and R1 need to step on the plates, mimicking the order that the glyphs light up.
To kick the fight off initially, have L1, C1 and R1 all step on the plates. This will bring out the Warpriest and spawn some enemies. You must quickly start killing the enemies, focusing on Adepts, Wizards and then Knights. There should be one of each for each two-person team in the room. When those are down, R2 will then watch the back of the glyphs (the side facing the Warpriest) and relay the order that they light up. This can be random, so everyone needs to be ready. If you step on a plate in the wrong order, all players must step off and start the process again.
Step on the plates in the order that R2 lists them, with the final person to step on a plate getting a buff called the Brand of the Initiate. All fire team members must be standing within the radius of the Brand of Initiate to do damage to the boss, and the Brand of the Initiate holder must focus on their own task.
The person holding the Brand of the Initiate will see a 10 second timer on their screen, as well as an x4 beside it. When that timer hits zero, the person holding the Brand of the Initiate dies. To avoid this, that player must kill one add (enemy) before the timer runs out. This will change the x4 to an x3, and reset the time to 10 seconds. They must again kill an add before the timer runs out, moving things along to x2, x1 and then lastly, just a final 10 second timer.
Here’s the tricky part. The other five members of the fire team can only damage the Warpriest while the Brand of the Initiate is active, and they are within the radius. If the person holding the Brand of the Initiate kills an add with the timer about to hit zero each time, your fire team will have about 50 seconds to do damage to the boss. If they kill an add with about 5 seconds left each time, your team will have 25 seconds. This is why the person holding the Brand of the initiate must wait to the last possible second to kill an add, giving their team as much time as possible to get the job done.
The person holding the Brand of the Initiate must count down with the timer during the last 10 seconds. Your team will need to be ready for when the Warpriest calls upon the Oculus. This is the giant ball above where the Warpriest is standing. During this time, you must all huddle together and hide behind one of the glyphs. This is the only thing that can save you from death during this section, and the reason you must huddle behind one glyph is because it will be destroyed. If members of your fire team hide behind all three glyphs, you’ll burn through all three in one run. We suggest using the center glyph on your first run, the right glyph on your second run, saving the left glyph for the end. It is the most difficult and is often not required.
After the Oculus is gone, have your teams reset. L1 and L2 to the left, C1 and C2 to the center, and R1 and R2 to the right, with R2 heading back up to the room to the Warpriest’s right. You’ll now have to slaughter more Adept’s, Wizards and Knights, and then get ready to repeat the process one more time. This includes stepping on the plates as R2 calls them out, huddling with the person holding the Brand of the Initiate, and the person with the Brand of the Initiate following the same methods that we described earlier. When the Brand of the Initiate is gone, have your team huddle behind either the center or right glyph, depending on which one is currently still in place.
The process changes just a bit after surviving the second round with the Oculus. You will now have to deal with the Taken, but things are fairly similar. Keep killing all the adds, just being aware that the Knights you must kill are now found on the three plates. Deal with them quickly, and then have R2 read off the order that players must occupy those very same plates. This will result in someone else getting the Brand of the Initiate, at which point you should huddle up within its radius at center and start damaging the Warpriest.
At best you get one more shot after this, as there are only three glyphs to save you from the Oculus. Our fire team was defeating the Warpriest on our third pass, meaning the Oculus didn’t even have time to spawn the third time. That’s the goal you should be aiming for, but if you don’t hit it, the fight will be very similar to what we’ve described above. Just rinse and repeat.
When the fight is over, claim your reward by approaching the body of your dead foe and passing over anything that he drops. Anything you miss should end up with the Postmaster, so don't worry if you miss it.
This part of the Raid lacks combat, so you can take a bit of a breather and let us help you navigate. You’ll need it, as Golgoroth’s Cellar is extremely dark, and full of holes. While you’re down here you’ll have three tasks to complete as a Fireteam.
If you’re looking to get through Golgoroth’s Cellar only, take your first right and follow the hallway to the end. You have to take a left here, so go ahead. Take your next left, and then your next right. This will put you on a straight shot to get out of Golgoroth’s Cellar and begin the boss fight.
If you’re looking for the Calcified Fragment, here is what you do from the starting point. Take your first left, following the hallway until you can take another left. The Calcified Fragment will be in the back right corner while you’re facing the plate.
Opening the material chest is an entirely different beast, but here’s how it’s done if you are trying to reach each plate from the starting point.
Plate 1 – Take your first right, and then your next left. You’ll take another left, and then follow the hallway all the way to the end. The door will be on your left, and the entrance to the plate is a hole above the door. Climb a nearby rock, jumping through the hole to find the plate. Turn your agility up and play with your subclass if you’re having issues.
Plate 2 – Take your first right, and then take another right when you can’t go further. The plate should be tucked into the corner.
Plate 3 – Take the first left, and then follow the hallway until you can’t go any further. The plate will be in the left alcove, not far from the Calcified Fragment.
Plate 4 – This plate is by far the hardest to get to. From the starting point, take your first right, and then a left at the end of the hallway. Take the next left, and then the next right. Take another right at the next intersection, and then follow the hallway until you can’t go any further. Take a right and there will be a very short path that leads you to the plate.
Loot Chest – As you enter Golgoroth’s Cellar, take you first right, and then your next left. Take another left, following the dark corridor until you find a hole in the floor. To the left of that hole is a door, and when the plates are activated properly that door will open and reveal the secret chest.
The way the secret chest works is that players must step on the plates in order. We actually gave you the directions to each one in the order that you need to step on them, but in case you get confused, here is all you need to know.
Have one player step on a plate, listening for a single sound. If you hear it, that was correct. If the sound is ongoing and extremely annoying, you messed up. Have everyone step off, then start the sequence again with someone else. Just keep working your way through, using the single sound as the indicator that you’re doing things correctly. Again, our order should work, but it’s always nice to have a backup plan.
As you leave the secret chest room, the way out of the cellar is actually straight ahead. Just go that way, watching out for at least three death pits along the path.
Of course, if you are having issues finding things even with our instructions, try this handy little map that Reddit user, Taux, created.
For Oryx’s next trick, you get a boss fight against an angry Ogre named Golgoroth. He is a tricky one, and you’ll need Guardians who can do some pretty big damage. Up to this point you could get by with about 280 to 285 Light, but now you’ll need to think about hitting 285 to 295, if not more. In fact, it wouldn’t hurt to have a couple members pushing or past 300 Light.
We’re dividing your team up again, as you might have expected.
When you enter the room you’ll see an orb-like thing hanging from the ceiling in the center. You destroy that to start the fight, and will see it replaced by six more. Three of these will be on the left, and three will be on the right. When you blow one up, a Pool of Reclaimed Light will drop that gives you a buff to damage Golgoroth by shooting him in his critical hit spot, his belly. The sketchy part is that you must be standing in the pit, inside of the pool in order to use it. This will be the job for D1-D4, and they should be able to output the most damage on your team.
L1 and R1 are along the sides, handling something called Golgoroth’s Gaze. This mechanic works by having L1 shoot Golgoroth in his back. When they do, he will turn to face them for 30 seconds, focusing his fire only on that person. This is what allows D1-D4 to stand in the pit safely (haha) and deal out damage to his belly. When that timer is about to run out, R1 will shoot Golgoroth in his back, capturing his gaze for another 30 seconds. If nobody captures his gaze, the team in the pit better pull some Houdini stuff and get out of there.
The team in the pit has a fairly simple life compared to the team outside of it, but there is still danger. For example, there are Cursed Thrall approaching you the entire time, which is why we suggest that you get one team member (with the lowest Light level) to deal with only them. This allows the other three members to focus only on dealing damage to the boss. In terms of the weapon to use, ideally Sniper Rifles with 300 Attack values, but the highest you have will have to do. When you are out of ammunition, go with a high powered Primary or Machine Gun.
Of course, in order to cause damage the team in the pit must destroy the orbs that are hanging from the roof. This is where teamwork and coordination are key. Let’s say that L1 captures Golgoroth’s gaze first. That means D1-D4 need to destroy the front left orb, then move to it to cause damage. When R1 is about to capture his gaze, they need to destroy the front right. The goal here is to move through all six orbs before having to leave the pit. When you do that you’ll have to repeat the process from the beginning.
Before we give you a sample run, there is one more mechanic you should know about. There is a glyph behind Golgoroth that has symbols on it, and each time someone dies one lights up. As soon as you rack up six deaths, you’re done. There is no beating this mechanic. You must stay alive.
To recap and put it together for you. Enter the area and shoot the large orb on the ceiling. Golgoroth will come out and spawn adds. You kill all of the adds, collect your ammunition, and then have L1 capture his gaze at exactly the same time as the front left orb is destroyed. D1-D4 enter the pit and start using high powered Sniper Rifles to land critical hits. When R1 is about to capture the Golgoroth’s Gaze, D1-D4 will take out the front right orb, move to it, and continue to land critical damage. You repeat this until someone fails to capture his gaze, or you run out of orbs to create the Pool of Reclaimed Light. Exit the pit and deal with the next wave of adds, and then start the process all over again.
The only remaining things you need to be aware of are the Taken spawning in when Golgoroth’s health dips too low (we want to say about 30 percent), and enraging him, which causes your screens to go black until your squad wipes. Also, Hunters with Shadowshot are amazing here, as they allow increased damage to Golgoroth when you’re in the pit.
Take the big man down, and then scour his body for your loot. You should get something good, but we’ve all been ripped off by RNG enough to know that there are no guarantees.
Leave the area that you fought Golgoroth by using the tunnel that’s behind where he was standing. Go straight through two doors, then turn to your left. On a shelf to the left is another Calcified Fragment that you’ll want to snag if you have dreams of getting your hands on the Touch of Malice Exotic Scout Rifle.
Backtrack into the room with the spinning device in the middle, walking around it and taking the door on the opposite side from where you found the Calcified Fragment. This will eventually lead to a ledge, and the final Calcified Fragment of the Raid. If you stand on the ledge and look down, there will be another ledge directly below you. While looking down, the Calcified Fragment is to your right, just beside that very annoying device that likes to shoot out of the wall and mess up your jump puzzle.
We’re not going to help you too much with the jump puzzle, as it’s really not that hard to figure out. We would suggest, however, that you turn your agility up, and use armor pieces that give you increased agility or even more jumps. As a Hunter, we used the triple jump with our Nightstalker, and then threw on the Bones of Eao to give us a fourth jump. Just make sure to re-configure your subclass when you reach the next section, allowing you to take damage like a champion again.
Make your way along the ledges in the only direction that makes sense, which is away from the Calcified Fragment that you picked up. Eventually you’ll reach a plate, and across the gap you’ll see another. There is actually a third beyond that one, and these are the keys to you getting across. Have one person stand on the first plate, and then send at least two members across to the second. Have one person stand on that one, and then send the third person across to the final plate. Make sure you’ll all standing on the three plates at the same time, locking the bridges in place so that everyone can get across. You can now all step off the plates and the bridges will not disappear.
Looking out over the gap from the first plate you’ll see a large support beam to your right. That beam can be jumped on, and it’s the key to finding a secret chest. You’ll have to use your Ghost to reveal more hidden bridges, but the doorway to the secret chest is across from the first plate, high up on the wall to your right. When you have the secret chest (for us it’s only dropped materials), head back down and make your way over to the third plate. You’ll have to continue jumping from platform to platform to proceed, but it’s pretty hard to go the wrong way.
When you reach the end you’ll find another room, and you’ll have to jump from ledge to ledge to get to the top. This one is pretty simple, and should only take you a moment to navigate. When your fire team is all at the top and safe, the time will have come to kill Oryx’s daughters.
You’ve killed his son, Crota, and you plan on killing him, so you might as well take out Oryx’s daughters while you’re at it. Ir Halak and Ir Anuk are Deathsingers, and their fight can be a very short one if you get things right on your first attempt. There are also a lot of ways to mess up, so expect to spend some time learning the mechanics and getting your squad on the same page.
Let’s start by explaining the basics. First of all, you can see the Deathsingers on top of two platforms, with one having a haze around her and the other not.
Secondly, from where you entered the area, look to the far end along the middle path. That is where you will stand as a fire team to do damage to the Deathsingers when the time comes. Your squad will need to meet in that location.
As you enter the area one of your fire team members should report their screen going black and white, as well as a message that says Torn Between Dimensions. This person is chosen randomly, so you need to be a versatile team in order to prevail here.
You’ll also notice four plates, and above one of them will be an orb. Have four members of your team stand on the platforms just below these plates, one person where you entered the area to be on add control, and the person Torn Between Dimensions with the plate that is furthest from the orb in the sky if they were to travel in a counter-clockwise fashion. For example, if the orb is above the back right plate, the person who is Torn Between Dimensions would start on the back left plate, move to the front left, the front right, and then collect the orb at the back right. More on that process in a moment.
Let’s run through it real quick. Have four members of your team get situated on the platforms below one of the four plates. Have your add control player get in position near the entrance, and have the person Torn Between Dimensions at the plate furthest from the orb. If the orb is above the back right plate, the person Torn Between Dimensions would be at the back left plate.
The person below the back left plate would jump on top of it, with the person Torn Between Dimensions joining them. The person at the front left plate would then jump on theirs, and next the person at the front right. Finally, the person at the back right would jump on theirs. While this is happening, the person who is Torn Between Dimensions is jumping from one platform to another while they form in front of them above the plates. All the while they would have a Hymn of Weaving message on their screen and a 60 second timer counting down.
When player Torn Between Dimensions reaches the orb they will get a Brand Claimer message. From here they will be able to jump to one of the two platforms containing the Deathsingers. The Deathsinger that does not have fire around them is the target. Jump to their platform, pressing the Square or X button depending on your console. This will give that person the Brand of Unraveling.
As soon as the person who was Torn Between Dimensions grabs the orb, every other member of the fire team should meet at the back of the room along the center path. Huddle close to the person who carries the Hymn of Weaving and Brand of Unraveling, damaging the Deathsinger that isn’t surrounded by fire and nonsense. Get her to at least half heath, and then focus on killing adds. You don’t need to kill her, so just do half damage and then clean the area around you.
The process will continue like this for the rest of the fight, with a random person being chosen to be Torn Between Dimensions each time. The orb will also move, so adjust your strategy accordingly. Make sure that every plate is covered, and each member jumps on their plate in the correct order. If you do half of the damage to each Deathsinger each run, it will require four successful runs to finish this fight, and then you get some loot, as well as a date with the Taken King, Oryx.
The final fight really isn’t that much different from the previous one, with the bonus that you get to choose the player who will take on the duties of the plate jumping madness. Start by having four players occupy the platforms below each of the four plates, and one player standing on the platform where one of the Deathsingers was previously located. The sixth player in your squad will be going for the orb, only things will be just slightly different than before.
You still have to approach the orb from the farthest plate, moving in a counter-clockwise direction to get to it. If the orb is above the back right plate, the player going for it will start at the back left, working their way around to it. When they have it, all players will meet in the middle of the map, between the two platforms where the Deathsingers were. You’ll cheat to one side or another, peeking out to damage Oryx from here.
The only difference in starting the plates off is that the person going for the orb must be the first person to jump on a plate, as that is how they are chosen for the task. The four players who occupy the plates are going to have to deal with Light-Eater Ogres, and these beasts are very important.
When you kill the Ogre closest to your plate, you will see a black orb form where it died. Avoid this until we tell you, but keep its location fresh in your mind.
When the person going for the orb has it, all Ogres need to be down, at which point the fire team will meet in the middle, killing a lone Knight that is there. At this point they will huddle together, and wait for Oryx to open his stomach, and for a loud boom that comes from it. As soon as you hear that sound, shoot his stomach with every Sniper Rifle round you can fit into one magazine. These weapons need to be getting close to 300 Attack, and you should be close to 300 Light. If you deal enough damage you will stagger Oryx, and if you do not he will kill your entire team.
If you stagger Oryx, each member of your plate team needs to go back to where their Ogre died, standing close to it until they first see a message that says Channeling Reclaimed Light, and then that they have detonated a Corrupted Light. As soon as players see that, they need to meet back in the middle and hit Oryx with another full magazine of Sniper Rifle fire. You don’t have a second to spare, so move as quickly as you can.
If all went well (and that’s a big if), players will now need to run counter-clockwise circles around their plates. This is to avoid incoming fire. When the fire stops, you can then have your entire fire team reset and repeat the process all over again. This is how you finish the fight, except for two more points that you need to be mindful of.
First of all, after you get Oryx’s health down to 50 percent, he will replace the ridiculous need for running around plates to teleporting Guardians into the Darkness Dimension. In here you’ll see the Shade of Oryx, and the longer that this beast is alive the more Guardians that will end up inside. Damage it quickly and take it out, using super abilities to end this fight. When the Shade of Oryx falls, reset all positions back to where you were when you started this boss fight.
The other mechanic you have to be mindful of is when you finally take all of Oryx’s health. As soon as you do, stack up in the middle and look toward the far end of the map from where you entered. Oryx will pop up one more time, and you must do enough damage to send him sailing off into space. If you fail to do this, your entire team will wipe and the fight will start again from the very beginning.
Assuming you got all of this correct, you are done with the Raid. We’ve helped you to find all of the chests that we know about, as well as all five Calcified Fragments. We’ve also given you our own, personal strategies that we used to beat this Raid, meaning that they will work for you as well.
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