## [1/34] Last Wish - orientation and shared calls
**Edition 2.0 - text-only | Mechanics verified July 31, 2026**

- Left/right are from the rally banner or entrance while facing the encounter.
- Vault rooms: **Stairs** at banner, **Tree** left, **Rocks** right.
- Riven rooms: **Crystal** and **Tree**. In either room, Riven's wall is 12 o'clock and the rear lens is 6 o'clock.
- Pick one short vocabulary for all 16 symbols: Fish, Dragon, Snake, and Bird families. Confirm names before Kalli.
- Useful calls: `Stairs center Branch; left Infinity; right Spear`, `Eyes L2 and R4`, `Essence P to Tree`, `Heart 15 ... 5, back`.
- Taken Essence **grenade**: Morgeth rescue, Vault plate cleanse, Riven symbol cleanse.
- Taken Essence **super**: interrupt Shuro Chi's wipe or stagger/reset Morgeth.
- Loadouts serve functions; they are recommendations, never encounter requirements.

## [2/34] Wall of Wishes - use, key, and effects
The wall is before Kalli: take the left route near the water and follow the greenery. In blocks 3-16, read R1-R4 top-to-bottom and each row C1-C5 left-to-right. `Blank` means leave that panel unlit. Audit all 20 cells, then step on the floor plate.

Symbol aliases: Basic Fish = Seaweed/Left; Double Fish = 69/Circle; Jumping Fish = Up; Curled Fish = Right/Curl. Impaled Dragon = Stabbed; Two-Tail = Fire Left; Basic Dragon = Fire Right; Spear = Pole. Smiley Snake = Cloud. Branch Bird = Bird on Branch; Flappy = Flying; Skydive = Diving; Chill = Standing.

1. Extra Ethereal Key; once per account.
2. Spawn Glittering Key chest between Morgeth and Vault.
3. Numbers of Power emblem.
4. Teleport to Shuro Chi.
5. Teleport to Morgeth.
6. Teleport to Vault.
7. Teleport to Riven.
8. Play Hope for the Future.
9. Failsafe dialogue.
10. Drifter dialogue.
11. Grunt Birthday Party.
12. Cosmetic head effect.
13. Petra's Run; any death sends the team to orbit.
14. Spawn Corrupted Eggs for Wish-Ender.
15. Story-only; cannot be entered at the wall.

## [3/34] Wish 1 grid - Ethereal Key
Read each row left-to-right. `Blank` is an unlit panel.

```text
R1 | Basic Fish | Basic Fish | Branch Bird | Branch Bird | Branch Bird
R2 | Basic Fish | Basic Fish | Blank | Branch Bird | Branch Bird
R3 | Snake Eight | Snake Eight | Blank | Jumping Fish | Jumping Fish
R4 | Snake Eight | Snake Eight | Basic Dragon | Jumping Fish | Jumping Fish
```

Effect: grants 1 additional Ethereal Key, once per account.

## [4/34] Wish 2 grid - Glittering Key chest
```text
R1 | Jumping Fish | Blank | Impaled Dragon | Blank | Double Fish
R2 | Jumping Fish | Blank | Impaled Dragon | Blank | Double Fish
R3 | Curled Fish | Blank | Basic Dragon | Blank | Double Fish
R4 | Curled Fish | Blank | Basic Dragon | Blank | Infinity
```

Effect: spawns the Glittering Key chest between Morgeth and the Vault. You still need a Glittering Key to open it.

## [5/34] Wish 3 grid - Numbers of Power emblem
```text
R1 | Basic Fish | Blank | Basic Fish | Blank | Basic Fish
R2 | Blank | Infinity | Blank | Infinity | Blank
R3 | Two-Tail Dragon | Blank | Two-Tail Dragon | Blank | Two-Tail Dragon
R4 | Blank | Skydive Bird | Blank | Skydive Bird | Blank
```

Effect: unlocks the Numbers of Power emblem.

## [6/34] Wish 4 grid - Shuro Chi checkpoint
```text
R1 | Flappy Bird | Chill Bird | Chill Bird | Chill Bird | Skydive Bird
R2 | S-Snake | Flappy Bird | Smiley Snake | Skydive Bird | S-Snake
R3 | S-Snake | Skydive Bird | Blank | Flappy Bird | S-Snake
R4 | Skydive Bird | Snake Eight | Snake Eight | Snake Eight | Flappy Bird
```

Effect: teleports the fireteam to Shuro Chi.

## [7/34] Wish 5 grid - Morgeth checkpoint
```text
R1 | Infinity | Spear | Flappy Bird | Spear | Infinity
R2 | Blank | Two-Tail Dragon | Chill Bird | Two-Tail Dragon | Blank
R3 | Blank | Two-Tail Dragon | Flappy Bird | Two-Tail Dragon | Blank
R4 | Infinity | Spear | Flappy Bird | Spear | Infinity
```

Effect: teleports the fireteam to Morgeth.

## [8/34] Wish 6 grid - Vault checkpoint
```text
R1 | Basic Dragon | Skydive Bird | Chill Bird | Skydive Bird | Basic Dragon
R2 | Basic Fish | Basic Dragon | Blank | Basic Dragon | Basic Fish
R3 | Basic Fish | Blank | Blank | Blank | Basic Fish
R4 | Impaled Dragon | Impaled Dragon | Impaled Dragon | Impaled Dragon | Impaled Dragon
```

Effect: teleports the fireteam to the Vault.

## [9/34] Wish 7 grid - Riven checkpoint
```text
R1 | Chill Bird | Jumping Fish | Spear | Blank | Snake Eight
R2 | Two-Tail Dragon | Blank | Blank | S-Snake | Flappy Bird
R3 | Two-Tail Dragon | Blank | Branch Bird | S-Snake | Flappy Bird
R4 | Chill Bird | Jumping Fish | Spear | Blank | Snake Eight
```

Effect: teleports the fireteam to Riven.

## [10/34] Wish 8 grid - Hope for the Future
```text
R1 | Blank | Spear | Branch Bird | Impaled Dragon | Blank
R2 | Blank | Spear | Branch Bird | Impaled Dragon | Blank
R3 | Blank | Spear | Chill Bird | Impaled Dragon | Blank
R4 | Blank | Spear | Branch Bird | Impaled Dragon | Blank
```

Effect: plays Hope for the Future.

## [11/34] Wish 9 grid - Failsafe dialogue
```text
R1 | Blank | Blank | Blank | Blank | Blank
R2 | Blank | Curled Fish | Curled Fish | Curled Fish | Blank
R3 | Blank | Curled Fish | Curled Fish | Branch Bird | Blank
R4 | Blank | Blank | Blank | Blank | Blank
```

Effect: uses Failsafe dialogue throughout the raid.

## [12/34] Wish 10 grid - Drifter dialogue
```text
R1 | Curled Fish | Curled Fish | Blank | Blank | Curled Fish
R2 | Curled Fish | Spear | Spear | Blank | Jumping Fish
R3 | Curled Fish | Blank | S-Snake | S-Snake | Jumping Fish
R4 | Blank | Blank | Blank | Jumping Fish | Jumping Fish
```

Effect: uses Drifter dialogue throughout the raid.

## [13/34] Wish 11 grid - Grunt Birthday Party
```text
R1 | Flappy Bird | Flappy Bird | Blank | Chill Bird | Chill Bird
R2 | Flappy Bird | Blank | Curled Fish | Infinity | Chill Bird
R3 | Two-Tail Dragon | Blank | Curled Fish | Blank | Snake Eight
R4 | Two-Tail Dragon | Two-Tail Dragon | Blank | Snake Eight | Snake Eight
```

Effect: enables Grunt Birthday Party on precision kills.

## [14/34] Wish 12 grid - Guardian head effects
```text
R1 | Basic Fish | Blank | Blank | Blank | Two-Tail Dragon
R2 | Basic Fish | Basic Fish | Two-Tail Dragon | Two-Tail Dragon | Two-Tail Dragon
R3 | Jumping Fish | Jumping Fish | Spear | Flappy Bird | Flappy Bird
R4 | Jumping Fish | Blank | Blank | Blank | Flappy Bird
```

Effect: adds changing cosmetic effects around each Guardian's head.

## [15/34] Wish 13 grid - Petra's Run
```text
R1 | Skydive Bird | Curled Fish | Branch Bird | Flappy Bird | Smiley Snake
R2 | Skydive Bird | Curled Fish | Blank | Flappy Bird | Smiley Snake
R3 | Smiley Snake | Flappy Bird | Blank | Curled Fish | Skydive Bird
R4 | Smiley Snake | Flappy Bird | Blank | Curled Fish | Skydive Bird
```

Effect: activates Petra's Run. Any death sends the fireteam to orbit.

## [16/34] Wish 14 grid - Corrupted Eggs
```text
R1 | Infinity | Basic Dragon | Branch Bird | Two-Tail Dragon | Infinity
R2 | Blank | Blank | Chill Bird | Blank | Blank
R3 | Basic Fish | Blank | Snake Eight | Smiley Snake | Blank
R4 | Infinity | Spear | Blank | Blank | Impaled Dragon
```

Effect: spawns Corrupted Eggs that require Wish-Ender to destroy. Wish 15 remains story-only and has no usable raid-wall grid.

## [17/34] Kalli - standard clear
**Loop:** read symbols -> capture 6 plates -> kill Knights -> center damage -> doors.

1. Read the 6 center symbols; ignore the other 3 plates on a normal clear.
2. One player takes each matching perimeter plate. Stand only in the sector without a Taken Blight overhead.
3. Hold through detonations. If Kalli teleports in, damage her until she leaves.
4. Kill the Ravenous Taken Knight when the plate completes. Each Knight opens 1 safe door below Kalli.
5. Regroup at center and damage.
6. On **Obliterate**, each Guardian enters a different open door; one player per door.
7. Repeat if needed. New damage cycles require new plates, Knights, and doors.

Recovery: cover abandoned plates, kill every remaining Knight before damage, and leave a doubled-up door immediately.

## [18/34] Kalli challenge - Summoning Ritual
Complete **all 9 plates** before damaging Kalli.

1. Assign all 9 plates before pull; the 3 normally uncalled plates spawn 3 additional Taken Ogres.
2. Complete every plate and kill every Knight. The 3 uncalled plates also spawn 3 Ogres; clear them before center so they do not pressure damage.
3. Do not begin center damage after only the 6 called plates. Plate completion is the challenge check.
4. Use one confirmation: **"All nine complete."** Then run the ordinary damage/door cycle.

Avoid uncontrolled area damage if it causes players to lose track of unfinished Knights or Ogres. The challenge's common failure is starting damage too early.

## [19/34] Shuro Chi - standard clear
**Loop:** clear -> crystal triangle -> remove 1 health segment -> repeat -> solve 3 projections -> climb.

- Six damage stops span 3 floors; floors 1 and 2 end in puzzle rooms.
- Save Eye-of-Riven Essence. Its super can interrupt Obliterate if damage is late.
- Three prism carriers step on plates and all shoot the next carrier in one agreed direction to form the triangle.
- Remove exactly 1 health segment, then advance.
- Puzzle room order: **left wall, back wall, right wall**.
- Face the active projection as a 3x3 keypad: 1-3 top, 4-6 middle, 7-9 bottom. Four players take the 4 missing cells together.
- A Guardian cannot activate the same physical plate twice during the room's complete 3-projection sequence. Swap players before stepping if a later call repeats someone's plate.
- Plates damage holders; keep Phalanxes away and move quickly.

## [20/34] Shuro Chi challenge - Which Witch
The selectable modifier is **Which Witch**; the Rivensbane record is **Coliseum Champion**. No Guardian may take damage from Shuro Chi's long-range Arc blast.

1. Spread so one blast cannot hit several players, while keeping the crystal team close enough to form quickly.
2. Watch Shuro Chi during her wind-up and move laterally as the projectile launches.
3. Use cover during approaches and in puzzle rooms.
4. Any ranged Arc-blast contact anywhere in the encounter fails the challenge; treat visible contact as a reset.

This does not prohibit ordinary damage from unrelated enemies, but survival and clean sightlines still matter.

## [21/34] Morgeth - standard clear
Collect **10 Taken Strength**: 1 center to start, 4 in wave 1, 4 in wave 2, then 1 final center orb. A Guardian dies on a 3rd stack.

1. Split 3 left / 3 right and assign pickups; call totals after every orb.
2. When Umbral Enervation traps a holder, call side and stack count.
3. A preferably 0-stack rescuer kills an Eye of Riven, takes Essence, and uses the grenade action beside the trapped player. The rescuer inherits those stacks.
4. Never rescue while already at 2 stacks.
5. Collect the final center Strength with a safe holder to begin damage.
6. Damage Morgeth's glowing back weak points and clear Axion Darts.
7. If his strength meter nears full, use a saved Essence super on Morgeth to reset/stagger him.

If a holder dies, the Strength returns after a delay; stabilize and reassign it.

## [22/34] Morgeth challenge - Forever Fight
Leave the **4 smaller Taken Ogres** in front of Morgeth alive for the entire encounter.

1. Use cover and crowd control to manage their fire while collecting Strength.
2. Avoid wide-area supers, explosives, chain effects, and automatic tracking that could finish an Ogre.
3. Complete the normal pickup, rescue, and damage sequence.
4. Confirm all 4 Ogres remain alive before the kill.

The challenge increases pressure but does not change the 10-Strength sequence, 2-stack personal cap, or Umbral Enervation rescue transfer.

## [23/34] Vault - reading and standard clear
Rooms are **Stairs, Tree, Rocks**. Each plate sees left, center, right symbols.

1. Readers call room + center symbol.
2. Compare the other center calls to your own side symbols. Match on your **left = Penumbra**; match on your **right = Antumbra**. The match determines your plate, not the room that called it.
3. Confirm all requirements: `Stairs P, Tree A, Rocks P`.
4. Kill the Eye in the open room and call its Essence type. That door seals and another opens.
5. Runner takes the outer tunnel to the open room, enters center, and uses the grenade action on the plate matching the Essence.
6. Kill Mights before they slam center. Expect 1, then 2, then 3 as the phase advances.
7. Make 3 correct cleanses, then repeat the full read for 3 phases.

If confused, stop safely and repeat all 3 requirements; do not guess.

## [24/34] Vault challenge - Keep Out
No Might of Riven may cross the Taken barrier out of its spawn room.

1. Assign one defender to Stairs, Tree, and Rocks.
2. Call every Might immediately and burst it before the room barrier.
3. Runners help kill a live Might before delivering Essence; the cleanse can wait briefly.
4. The challenge fails the moment a Might leaves its room, even if it dies before reaching center.

Normal-clear recovery is more forgiving: a Might that crossed can still be killed before its center slam. That recovery does **not** preserve Keep Out.

## [25/34] Riven intended - orientation and eye table
Split 3 Crystal / 3 Tree. In either room, face Riven's black wall: viewer-left/right define eye labels; "inner" is closer to the face center.

```text
Position       Left eye   Right eye
Upper          L4         R3
Middle outer   L1         R4
Middle inner   L3         R2
Lower outer    L2         R5
Lower inner    L5         R1
```

Use this table or a consistent 1-10 system, never both. Test 2 eye calls before pull. Use accurate non-splash weapons; splash, chain, tracking, or ricochet damage can hit an uncalled eye and wipe the team.

Lens cleanse frame: Riven wall = 12 o'clock; rear lens = 6 o'clock. Reader calls clock direction, distance from center, then live correction.

## [26/34] Riven intended - lower-room exchange
Each floor gives one team Riven first and the other an Eye of Riven first; jobs then swap.

**Riven first**
1. Bait/dodge a tentacle slam and damage the planted tentacle, or survive fire and damage her glowing mouth.
2. On stagger, record the 2 glowing eyes and send them to the other room. Do not shoot them here.
3. After she leaves, kill the Eye and perform the symbol cleanse.

**Eye first**
1. Kill the Eye. Carrier takes Essence and calls the symbol repeated in a vertical column.
2. Lens reader finds that symbol from the rear lens and guides the carrier.
3. Carrier uses grenade action on the confirmed position to activate the lift.
4. When Riven arrives, damage mouth, then shoot only the 2 eyes received from the other room.

Both rooms finish both jobs, take rear lifts, repeat on floor 2, then return to the top.

## [27/34] Riven intended - top, descent, and finish
1. At top, clear Taken. Riven appears through 3 openings; stagger each appearance and record 2 eyes, producing 6 total. Assign one shooter per eye as calls arrive.
2. Fourth appearance: damage mouth. When it closes and all 6 eyes expose, count down and shoot assigned eyes together.
3. Clear adds and stand on the 6 starting plates before Creeping Darkness reaches 10.
4. During descent, damage glowing body sores and clear their Axion Darts. If she survives above final health, land below and repeat the lower exchange.
5. At final health, climb the Ascendant path while Atrophy drains health. Any survivor touching the Taken light at top returns the team.
6. Shoot the glowing mouth, enter it, and destroy the internal blight.

Never improvise uncertain eye shots. Re-state upper/middle/lower + inner/outer and translate before firing.

## [28/34] Riven challenge and intended-method record
**Strength of Memory**

- No Guardian may shoot the same numbered Riven eye more than once during the encounter.
- Track eye ownership by player across the entire fight.
- Before each 6-eye resolution, assign every eye to a player whose personal list does not contain that number.
- Use a written ledger or Discord note; do not rely on memory after multiple floors.

**Eyes, Mouth, Heart**

Defeat Riven after progressing back to the top chamber. Complete the intended eye-and-descent sequence rather than ending the fight solely through the lower-room limb skip. This is an additional current Last Wish record, not one of the 18 Rivensbane records listed later.

## [29/34] Riven optional skip - patch-sensitive
**This is an optional farming strategy, not the canonical walkthrough.** It bypasses the lens, eye-transfer, top-room, and descent mechanics and may change with sandbox or collision updates.

1. Descend together into one chosen lower room, commonly Crystal.
2. Read the black-wall arrival cue. The goal is to meet Riven in the room she visits **second**.
3. If the chosen room is second, stay. If it is first, use the known Joining Allies wall position to return upstairs, then race to the opposite room.
4. Stack at the agreed limb, apply support/debuff effects, and use the current reliable burst setup.
5. If damage is insufficient, do not improvise eye shots. Reset, adjust damage, or run the intended method.

Because this depends on current damage and collision behavior, recheck it after major patches.

## [30/34] Queenswalk - Heart relay and route
1. Fate's Chosen picks up the Heart and calls `Heart 15`; everyone moves inside its aura.
2. Near 5 seconds call `5, back`. Teammates move behind/outside the pulse so only the carrier is absorbed.
3. At 0, the next **designated Fate's Chosen**, not merely the nearest player, picks up the Heart.
4. Inside, collect Taken Strength with a 2-stack cap. Hold the final orb until the outside timer is about 3-5 seconds, then take it for that carrier's extension. Kill Mights before they slam.

**Route:** exit Riven's mouth -> back-left doorway -> next right doorway -> cross the blighted broken-platform room (left platforms are safer) -> right doorway -> next left -> Vault -> enter whichever of Tree/Rocks is open -> take its long outer tunnel to Stairs -> drop through old lift -> climb central staircase -> deposit at center of the small Techeun room.

Stay with the carrier; distant adds are secondary to Creeping Darkness.

## [31/34] Secrets, keys, and final chests
**Hidden chest 1:** Reach Shuro Chi or use Wish 4. Turn away from Shuro, backtrack toward the long bridge, follow the rocky outer edge to its supports, drop to the narrow ledge below bridge level, and enter the opening in the support wall.

**Hidden chest 2:** After Shuro, descend the tower, climb the large tree, and reach the next cave/load-zone area. Take the nearer left exit, climb the left cliff by trees and protruding ledges, double back above the cave entrance, and continue to the high tree-side ledge.

Wish 4 makes chest 1 solo backtracking straightforward; chest 2 may need class-specific movement or a checkpoint holder.

**Keys:** Wish 2 spawns the Glittering Key chest between Morgeth and Vault. Riven awards Ethereal Keys; Wish 1 gives one extra key once per account. After Queenswalk, each Ethereal Key opens one statue-room chest for raid weapons, armor, or One Thousand Voices.

## [32/34] Current rewards and weekly Deepsight
Current state is dated **July 31, 2026** and can change.

- Under Update 9.7.0, featured Last Wish Standard encounters/challenges award Deepsight weapons or Tier 5 armor; featured hidden chests award weekly-lockout Tier 5 armor.
- When not featured, Standard encounters have a chance at Deepsight weapons or Tier 3 armor.
- Eight legendary weapons are craftable: Age-Old Bond, Apex Predator, Chattering Bone, Nation of Beasts, Techeun Force, The Supremacy, Transfiguration, Tyranny of Heaven.
- One Thousand Voices is the non-pattern Exotic from final key chests.
- For **O Deepsight Mine**, acquire Hawthorne's weekly pursuit before the run. Complete all 6 encounters for guaranteed pattern progress and access to one weekly Spoils purchase of a previously obtained Last Wish Deepsight weapon.
- Last Wish mods remain raid-only; read current in-game perk text before planning around Taken Armaments, Barrier, Invigoration, or Repurposing.

Check the current featured rotation before farming.

## [33/34] Rivensbane checklist
**Encounter records:** Summoning Ritual; Coliseum Champion/Which Witch; Forever Fight; Keep Out; Strength of Memory.

**Full-raid composition:** Thunderstruck (Arc), Sunburn (Solar), Night Owl (Void), Winter's Rest (Stasis), Woven Wish (Strand), The New Meta (one Guardian class), Clan Night: Last Wish.

**Raid/collection/flawless:** O Murderer Mine; Petra's Run; Raid: Last Wish badge; Habitual Wisher (10 wishes); Treasure Trove (10 hidden chests); Put a Flag on It (5 raid banners).

Petra's Run requires Wish 13 before the run; any death sends the team to orbit. Treat traversal, Shuro plates, the Riven Ascendant path, and Queenswalk routing as equal wipe risks. Use conservative routes and preassigned backups.

The current seal exposes 18 Rivensbane records. Eyes, Mouth, Heart is an additional intended-Riven record outside those 18.

## [34/34] Sources and verification
**Mechanics and current-state claims verified July 31, 2026.** Recheck activity modifiers, rotation, patch notes, and vendor tooltips after later updates.

Primary sources:
- Update 9.7.0: <https://www.bungie.net/7/en/News/Article/destiny_update_9_7_0>
- Update 7.1.0: <https://www.bungie.net/7/en/News/Article/season-deep-update-7-1-0>
- Season of the Wish support article: <https://help.bungie.net/hc/en-us/articles/20516232556436-Destiny-2-Season-of-the-Wish>
- Bungie live manifest, English definitions, checked July 31, 2026.

Independent mechanics cross-checks:
- <https://www.destinypedia.com/Last_Wish>
- <https://www.shacknews.com/article/107313/destiny-2-last-wish-raid-guide>
- <https://d2.destinygamewiki.com/wiki/Last_Wish>
- <https://soup-spoon.github.io/Last-Wish-Raid-Guide/>

The supplied PDF duplicates the current guide PDF and was not counted as an independent source.
