Destiny 2: How to Power the Glyph and complete the Totems encounter in King’s Fall Raid

The Totems you encounter in Destiny 2's King's Fall Raid are the first significant mechanics-heavy challenge you will face. Your goal in this situation is to power the glyph and open the door to combat with Oryx's forces. Additionally, you must communicate with your fireteam at all times to make sure everyone understands their role in moving the encounter forward and stays on task. This guide explains how to power the glyph and finish the totems encountered in Destiny 2's King's Fall Raid.

Destiny 2: How to Power the Glyph and complete the Totems encounter in King’s Fall Raid

How the Totems Encounter works in King’s Fall Raid

A large number of acolytes will be worshiping in front of a door in an arena with two similar sides when you first arrive. Your team will need to be divided into three groups, each with two members taking the platforms above the acolytes and one member proceeding down the hallway while perched atop a totem. You can shoot any acolyte or approach them too closely to initiate an encounter. There will be a brand on the totems that the person below can interact with to initiate the encounter.

The two characters on the platform will find a wizard emerging from the doorway as the encounter begins. Once the Wizard is eliminated, a Blightguard Knight will show up. If you defeat the Knight, it will drop a brand orb. The orb must be carried down the corridor to the person standing on the totem by one member of the group on the platform who has been appointed as a runner. In order to help those on the totem, the person standing on the platform will wish to eliminate any foes they spot entering via the big door.

The Brand of the Weaver, a protective aura, will surround the person standing on the totem. This player will acquire stacks of Deathsinger's Power while standing on the Totem and defeating foes, and the Brand of the Weaver benefit will expire. The person who rushed down to the totem after stealing the brand orb from the higher level gets the opportunity to steal the other person's buff before it expires. For 30 seconds, the brand of the weave is active.

The person standing there who receives Deathsinger's Power must go back to the arena's center once they switch buffs. There, they will let go of their stacks, activating the door. Plan to be here for a while since these stacks will take some time to slide off. They can then sprint back down to the totem after releasing those stacks, returning to the platform to take the brand orb from the Blightguard Knight. Everyone will want to carry on with this process until the meeting is over.

Approximately in the third or fourth run, the central arena will be invaded by an unstoppable Ogre. To stun and defeat this adversary, those fighting the Wizards and Blightguards will want to employ unstoppable weapons. Until your squad has gathered 100 Deathsinger's Power and is standing on the center totem to charge the door, you must repeat this revolving procedure. The progress can be followed by keeping an eye on the glowing glyphs on the door's side; once they reach the top, the encounter is over.

We advise the people on the platforms to rapidly dispatch the knight with a sword or machine gun so that the runners can easily grab the brands and sprint down to the totem. If you have a weapon that can match the shield that the Wizard will have when it comes to the door, you can take care of it much more quickly. Be prepared for someone starting at the top of the platforms to switch places with a runner and sprint to the bottom in order to steal the brand. The number of stacks of Deathsinger's Power you have will affect how long it takes you to power the door, so be sure to let your team know how many stacks you have.

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