King's Fall

#### **Golgoroth**

Hanging from the ceiling is a bubble of darkness. Shooting it will cause it to drip onto the floor and summon Golgoroth and a large number of other enemies.

In the rear of the chamber is a large black column called the Tablet of Ruin. Any player death (even if immediately resurrected) will activate a rune carved into it. If all six runes are activated, the tablet will blind and then kill the entire fireteam.

Golgoroth is a large mutated ogre who fires his beam attack constantly. He possesses two weak spots, one on his chest and one on his back. Above him are six more bubbles of darkness, each of which if shot down will produce a small pool of light on the floor of his arena which greatly increases damage done to him. Golgoroth will kill any Guardian jumping down to take advantage of that unless his Gaze is held by another player. Capturing his gaze is accomplished by shooting him in the back, which will cause him to turn his attention to the shooter and switch from firing his ogre beam to firing seeking projectiles similar to those of a Taken Centurion. The player who has drawn his attention must not seek cover or break Golgoroth's line of sight at this point, but instead stand their ground and shoot down the projectiles, thus holding his gaze. Golgoroth's attention will be focused on that player for a short time, indicated by a timer on the HUD. During that time, the remaining players are free to shoot down a bubble, enter the pit, and shoot Golgoroth's chest without reprisal from him. Once the gaze timer runs down, a second player on the opposite side of the area should capture his gaze, to maintain the safety of the arena attackers; this will cause Golgoroth to turn around so another bubble must be shot down and the attackers relocate to the new pool to continue attacking. This handoff may be done six times, after which there are no more bubbles and the attackers must leave the arena. Cursed thrall will pour into the arena to make damaging Golgoroth during this attack difficult. Alternatively, only one player can be a dedicated gaze holder, with the other five players damaging him in the pit and needing only one bubble per damage cycle, thus avoiding the Cursed Thrall until the Taken phase.

After a short time, the bubbles respawn and the cycle may be performed repeatedly until Golgoroth is dead.

When Golgoroth has 35 ~ 40% health left, Taken will spawn instead of Hive, making Golgoroth harder to kill.

#### **Daughters of Oryx**

This final room contains the two Deathsingers, protected by force fields on elevated platforms. Elsewhere in the room are four power plates on pedestals, which may be activated by players to cause semi-transparent platforms to appear in the air. Hovering high above one of the platforms is a spark of light. Stepping onto any of these platforms will cause enemies to spawn and one of the deathsingers to begin casting a spell, which will wipe the team after one minute.

One player at random will be "torn between dimensions," distorting their vision and making them appear translucent to the other players. This player is the only one who can traverse the floating platforms summoned by the power plates. In order to create a path to the spark, the platforms must be activated in a counter-clockwise sequence, starting from the one immediately after the spark and proceeding around the room to the one immediately preceding it. The torn player must reach the spark, leap onto the platform containing the Deathsinger which is *not* casting the spell, and use the spark (by holding square or X) to steal the deathsinger's protective aura. This will leave the deathsinger unprotected, allowing the team to damage it, and will protect any Guardians standing near the stealer from the wipe spell. After the wipe spell is cast, the aura will return to its rightful owner. The cycle will then repeat with the other deathsinger casting the spell and the spark in a different location.

The Deathsingers must be killed on consecutive cycles. Once one is killed, its aura will disappear and the players will not be able to protect themselves from the next wipe spell except by killing the remaining one before its timer expires.

After both Deathsingers are dead, a loot chest will appear and a spark will appear at the far end of the room which triggers the final encounter when approached.

#### **Oryx, the Taken King**

Oryx appears when a player approaches the spark. After the players kill the enemies that spawned near the front of the arena, Oryx will move to near one of the platforms and punch it. This will create a mote of light on that platform, and four special enemies called Light-Eater Ogres will emerge from the ground, one near each platform.

One player must claim the spark, becoming torn between dimensions, as in the Deathsingers encounter. Their role is to navigate the summoned platforms and reach the spark hanging overhead.

At the same time, four other players must summon the platforms the torn player needs. Just as before, the platforms must be triggered in a counter-clockwise sequence starting from the platform on which the mote appeared. However, the four activators must also kill the ogre near their platform, and make sure to do so well away from the path that runs down the center of the area. This is because each ogre will drop a sphere of Corrupted Light when killed, and players must avoid going near it until the proper time. The remaining player may "float," killing any remaining enemies and assisting activators with their ogre kills.

When the torn player reaches the overhead spark and claims it, a Tombship will fly through the arena and deliver a special Knight named Vessel of Oryx, which will run up the central path. The torn player must jump down to intercept it, and then hold Square or X, depending on console, to discharge the spark and steal the knight's aura (note that there is no onscreen prompt for this, just do it when close to the knight).

Stealing the Knight's aura makes the knight vulnerable to all players, and also offers protection from damage to all players standing near the player who stole the aura. At this point, every player must converge on the Vessel of Oryx and kill it as quickly as possible. It is recommended that this be done near the center of the arena, to avoid the Corrupted Light spheres.

Once the Vessel of Oryx is killed, Oryx prepares to use his ultimate attack by opening his chest, emitting a shining white light. Every player must unload as much firepower as possible into Oryx's chest, aiming for the dead center of the glowing area to be sure to hit the vulnerable spot. With sufficient damage, Oryx will stagger. (With insufficient damage, the fireteam will wipe.)

Now, the Corrupted Light spheres dropped by the Ogres may be used. Four players must each run to one sphere and stand near it for about five seconds, until a message acknowledging this appears, and then run back into the aura carried by the torn player to be protected from the Corrupted Light detonation. During this time, at least one other player needs to continue to damage Oryx. As long as Oryx is taking sustained damage while the Corrupted Lights are detonated, the detonation will do a significant amount of damage to Oryx. Any remaining normal enemies will be killed and Oryx will shudder and fall off the side of the area.

Oryx will rise at the end of the arena and begin firing on every player at once, as indicated by white circles that appear at their positions and then explode. This may be countered by sprinting around the arena. After a short time, the barrage will cease.

When Oryx is below 50% health, he will no longer do the barrage attack after the Corrupted Lights are detonated and will instead create a bubble of darkness at one end of the arena, and one by one every member of the fireteam will be teleported into it. Within the bubble is a small arena with a foggy perimeter and a Shade of Oryx. Guardian health does not recharge while inside the bubble. Guardians not yet teleported into the bubble may assist those that are by killing the other enemies in the arena, who will try to enter the bubble and interfere with the fight. If the echo is defeated within one minute, the arena will dissolve and return the players to the main encounter.

When Oryx reaches less than 1% health, he will appear at the far end of the arena and open his chest. The fireteam must deal a small amount of damage to his chest in order to kill him and complete the encounter.