A complete Last Wish raid guide covering every encounter, mechanic, assignment, recovery, loadout consideration, secret, and reward path.
6 players6 encountersVerified July 31, 2026
Keep the guide or take it with you
This page contains the complete written guide. The downloads provide portable, editable, and fireteam-friendly copies of the same reference.
How to Use This Guide
This is a text-only field guide. Each encounter follows the same sequence: overview, room orientation, roles, numbered walkthrough, failure and recovery notes, suggested loadout philosophy, weekly challenge, and a compact quick reference. Riven receives separate intended-method and common-skip sections because the two executions teach different skills.
Recommended callout discipline
Situation
Preferred callout
Reason
Symbol
"Branch," "Snake Eight," "Double Fish"
Short, unique names survive pressure.
Vault read
"Stairs center Branch; left Infinity; right Spear."
Publishes the full comparison set once.
Riven eyes
"Eyes L2 and R4."
Separates recorded eyes from the shoot countdown.
Taken Essence
"Essence P to Tree," or "Rescuing left."
Says both resource and destination.
Queenswalk timer
"Heart 15 ... 5, back."
Keeps the aura group and spread timing synchronized.
Raid-Wide Reference and Wall of Wishes
A shared 16-symbol vocabulary
The raid uses 16 pictograms across Kalli, the Vault, Riven's cleanse rooms, and the Wall of Wishes. Names are community conventions, not official UI labels. Pick one vocabulary and keep it for the full run.
Family
Guide name
Identifying silhouette
Common alias
Fish
Basic Fish
One horizontal fish between 2 tall weeds
Seaweed Fish; Left Fish
Fish
Double Fish
2 fish swimming around one another in a circle
69 Fish; Circle Fish
Fish
Jumping Fish
One fish pointing upward between 2 curved reeds
Up Fish
Fish
Curled Fish
One fish curled head-to-tail into a near circle
Right Fish; Fish Curl
Dragon
Impaled Dragon
Dragon pierced by a vertical spear
Stabbed Dragon
Dragon
Two-Tail Dragon
Dragon with 2 distinct curling tails
Fire Dragon Left
Dragon
Basic Dragon
Freestanding dragon with no spear and 1 curled tail
Fire Dragon Right
Dragon
Spear
Upright dragon grasping a vertical spear
Pole Dance Dragon
Snake
Snake Eight
2 snakes forming a vertical figure eight
8 Snake
Snake
S-Snake
1 long snake forming an S
Split Snake
Snake
Smiley Snake
4 inward-facing curled snake heads forming a rounded smile/cloud
Cloud Snake
Snake
Infinity
1 snake forming a horizontal infinity sign
Infinity Snake
Bird
Branch Bird
Front-facing owl or falcon perched on a branch
Bird on Branch
Bird
Flappy Bird
Side-on flying bird with 1 broad hanging wing
Flying Bird
Bird
Skydive Bird
Bird diving head-first with its body curled around the circle
Diving Bird; Down Bird
Bird
Chill Bird
Plain side-on standing raven with both feet visible
Standing Bird
Taken Essence: grenade action versus super action
Input
Primary uses in this raid
Grenade action
Rescue Umbral Enervation at Morgeth; cleanse Penumbra/Antumbra plates at the Vault; cleanse the lens-called symbol in Riven’s lower rooms.
Super action
Interrupt Shuro Chi’s Obliterate sequence; stagger/reset Morgeth when his wipe meter is nearly full.
Wall of Wishes
The wall sits before Kalli. From the approach, take the left-side route near the water and follow the greenery to the hidden chamber. Shoot each panel to cycle its symbol, audit all 20 panels, then step on the center plate to submit.
Wish
Effect
1
Grants an Ethereal Key. This wish is limited to one use per account.
2
Spawns the Glittering Key chest between Morgeth and the Vault.
3
Unlocks the Numbers of Power emblem.
4
Teleports the fireteam to Shuro Chi.
5
Teleports the fireteam to Morgeth.
6
Teleports the fireteam to the Vault.
7
Teleports the fireteam to Riven.
8
Plays “Hope for the Future.”
9
Uses Failsafe dialogue throughout the raid.
10
Uses Drifter dialogue throughout the raid.
11
Enables Grunt Birthday Party on precision kills.
12
Adds a changing cosmetic effect around each Guardian’s head.
13
Activates Petra’s Run: any death sends the fireteam to orbit.
14
Spawns Corrupted Eggs that require Wish-Ender to destroy.
15
Story-only. It cannot be entered at the raid wall.
Entering the text codes
Stand facing the Wall. Read every grid below from Row 1 through Row 4, top to bottom, and Column 1 through Column 5, left to right. Blank means leave that panel unlit; it is a required blank position, not an omitted value. Set all 20 panels, have a second player audit them in the same order, then step on the center plate.
Wish 1 - Ethereal Key
Row
C1
C2
C3
C4
C5
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
Wish 2 - Glittering Key chest
Row
C1
C2
C3
C4
C5
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
Wish 3 - Numbers of Power emblem
Row
C1
C2
C3
C4
C5
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
Wish 4 - Shuro Chi checkpoint
Row
C1
C2
C3
C4
C5
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
Wish 5 - Morgeth checkpoint
Row
C1
C2
C3
C4
C5
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
Wish 6 - Vault checkpoint
Row
C1
C2
C3
C4
C5
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
Wish 7 - Riven checkpoint
Row
C1
C2
C3
C4
C5
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
Wish 8 - Hope for the Future
Row
C1
C2
C3
C4
C5
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
Wish 9 - Failsafe dialogue
Row
C1
C2
C3
C4
C5
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
Wish 10 - Drifter dialogue
Row
C1
C2
C3
C4
C5
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
Wish 11 - Grunt Birthday Party
Row
C1
C2
C3
C4
C5
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
Wish 12 - Guardian head effects
Row
C1
C2
C3
C4
C5
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
Wish 13 - Petra's Run
Row
C1
C2
C3
C4
C5
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
Wish 14 - Corrupted Eggs
Row
C1
C2
C3
C4
C5
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
1. Kalli, the Corrupted
Kalli opens the raid with a symbol-to-plate check. The fireteam captures 6 called plates, kills the Knights that open safe doors, damages Kalli in the center, and shelters from Obliterate before repeating.
At a glance
Details
Team shape
6 independent plate players, with nearby players helping any pressured plate.
Primary goal
Complete the 6 plates whose symbols appear at center.
Wipe protection
Every completed Ravenous Taken Knight opens one door below Kalli.
Challenge
Summoning Ritual - complete all 9 plates before damage.
Orientation and roles
The arena has a central pit and 9 symbol plates around the perimeter. The 6 required symbols appear in 3 matching pairs around the center. Safe doors are recessed beneath Kalli in the central pit; return there only after the plate Knights are dead. Use the displayed symbol itself as the plate callout rather than assigning clock positions that change with the team's entry angle.
Role
Count
Primary responsibility
Plate player
6
Find one called symbol plate, stand in the safe sector, kill the spawned Knight, then move toward center.
Symbol caller
1, concurrent
Read the center display and confirm the 6 matching plates.
Floater / recovery
Any available
Help kill a Knight, force Kalli away from a plate, or cover a dead player’s symbol.
Standard walkthrough
At center, read the 6 displayed symbols. They correspond to the 6 perimeter plates the team must capture; the 3 uncalled plates are ignored on a Standard clear without the challenge.
Spread to the matching plates. Each plate has 3 sectors and 2 Taken Blight bombs overhead. Stand only in the sector with no Blight above it.
Hold the sector through the detonations and clear the Taken. Kalli may teleport to a plate; damage her enough to force another teleport without abandoning the safe sector.
A Ravenous Taken Knight spawns when the plate completes. Kill it. That Knight opens one of the safe doors below Kalli for the coming Obliterate.
After all 6 called plates are complete, regroup at center and damage Kalli. Use a reliable close-to-mid-range setup; her small head makes precision-only plans less forgiving.
When Kalli prepares Obliterate, each Guardian enters a different open door below the center. Stay inside until the blast resolves, then return to damage.
If Kalli survives, leave center and repeat the plate cycle. New safe doors require new Knight kills.
Failure states and recovery
Problem
Recovery
A player dies on a plate
A nearby Guardian takes the plate and finishes the Knight. Revive after the plate is stable.
A Knight remains alive
Call the symbol and kill it before center DPS; an unkilled Knight means one fewer safe door.
Two players enter one door
One leaves immediately for another open door. Each door protects one Guardian.
Wrong plate started
Without the challenge: leave it and return to a called plate. With the challenge: commit to completing all 9.
Suggested loadout
Weekly challenge - Summoning Ritual
Assign all 9 plates before the pull. The 3 uncalled plates spawn 3 additional Taken Ogres.
Complete every plate and kill every Ravenous Knight. The 3 uncalled plates also spawn 3 Taken Ogres; clear them before regrouping so they do not pressure center damage.
Do not damage Kalli until all 9 plates are confirmed complete. Plate completion is the Challenge check; clearing the additional Ogres first is the safe operational plan.
Regroup for the ordinary center damage and door cycle.
Quick reference
Call
Meaning
"Symbols read"
6 called target plates identified.
"[Symbol] done"
Knight dead and one safe door earned.
"All nine complete"
Challenge condition ready; damage may begin.
"Doors"
Stop damage and shelter from Obliterate.
2. Shuro Chi, the Corrupted
Shuro Chi is a timed ascent through 6 short damage rooms and 2 image rooms. Clear adds, form a crystal triangle, remove one health segment, solve 3 images, and climb to the next floor.
At a glance
Details
Structure
3 floors; 2 damage rooms per floor; image room after floors 1 and 2.
Timer
Shuro Chi’s Song runs for roughly 4 minutes per floor and resets after the puzzle room.
Shield break
3 crystal carriers form a triangle in one consistent direction.
Challenge
Which Witch modifier / Coliseum Champion record - avoid all ranged Arc blast damage.
Floor and puzzle orientation
Each floor has 2 add-clear and damage stops. Floors 1 and 2 end in a puzzle room; the third floor ends with Shuro Chi's final health segment. In each puzzle room, the active projections resolve in order from the left wall to the back wall to the right wall.
Treat every projection as a 3-by-3 grid while facing it. Number its cells like a keypad: 1-3 across the top row, 4-6 across the middle, and 7-9 across the bottom. The row of floor plates nearest the active wall is the top row; the farthest row is the bottom. Because the active wall changes, the same physical plate receives a different relative number after the group turns.
Cell
Spoken call
Cell
Spoken call
Cell
Spoken call
1
Top left
2
Top center
3
Top right
4
Middle left
5
Center
6
Middle right
7
Bottom left
8
Bottom center
9
Bottom right
Four sections are missing from each projection. Assign one player to each missing cell, confirm all 4 positions, then step on the corresponding plates together. A Guardian cannot activate the same physical plate twice during that room's complete 3-projection sequence. Another Guardian may use it later, so call the conflict and swap players before stepping on.
Roles
Role
Count
Primary responsibility
Crystal players
3
Step on the crystal plates, pick up prisms, and shoot the next carrier in the agreed direction.
Essence carriers
2 rotating
Preserve Taken Essence and use its super action if Obliterate must be interrupted.
Add clear / puzzle guard
2-3 flexible
Delete Eyes of Riven and Phalanxes; protect the 4 puzzle-plate steppers.
Puzzle steppers
4
Stand on the 4 missing cells for each projection; rotate when a player would repeat a physical plate.
Standard walkthrough
Enter together and begin clearing immediately. The Song timer starts for the floor; the shield step does not unlock until the active add wave is dead.
Kill the Eye of Riven but leave its Taken Essence on the ground until it is needed. Rotate 2 designated carriers so Greed or a post-use lockout never strands the team.
When 3 crystal plates activate, 3 players step on them and pick up the prisms. Call one direction - clockwise/right or counter-clockwise/left - and keep that direction for the entire run.
Each carrier shoots the next carrier in the chosen direction, creating a complete triangle. The beams must connect quickly; the plates damage anyone standing on them.
The shield drops. Deal enough damage to remove exactly 1 of Shuro Chi’s 6 health segments. If she begins Obliterate before the segment breaks, an Essence carrier uses the super action beside her as late as safely possible to reset the cast.
Advance to the second room on the same floor and repeat the add-clear, triangle, and one-segment damage sequence.
In the puzzle room, face the active projection and call its 4 missing cells using the 1-9 grid above. Four players take the matching floor plates while 2 players keep Phalanxes and other Taken away.
Complete the left, back, and right projections in order. Track the physical plate used by each Guardian across all 3; if a later cell would reuse that plate, swap assignments before stepping on.
Take the newly formed platforms upward. Repeat the full process for floors 2 and 3 until all 6 health segments are removed.
Failure states and recovery
Problem
Recovery
Triangle does not form
Confirm all 3 prisms are held and every carrier is shooting in the same direction. Reset quickly before plate damage wins.
Damage is late
Use the saved Taken Essence super action near Shuro Chi to interrupt Obliterate, then finish the health segment.
Image stepper is knocked off
Call the cell and swap a different player onto it; do not repeatedly force the rejected plate.
Song timer is low
Prioritize required enemies and the image cells. Optional ammo collection can wait until the next rally.
Suggested loadout
Weekly challenge - Which Witch
No Guardian may take damage from Shuro Chi’s long-range Arc blast. The current Rivensbane seal labels the completion record “Coliseum Champion,” while the activity modifier remains “Which Witch.”
Spread enough that one blast cannot catch multiple players, but keep the crystal team close enough to form quickly.
Watch Shuro Chi rather than the adds during her wind-up. Move laterally the moment the blast launches.
Use cover in the image rooms and on approach lanes; a late hit anywhere in the encounter fails the challenge.
Avoid damage-over-time confusion by treating any visible ranged blast contact as a reset.
Quick reference
Call
Meaning
"Adds clear"
Crystal plates are about to activate.
"Triangle right"
Every carrier shoots the next carrier clockwise.
"Essence now"
Use Taken Essence super beside Shuro Chi to interrupt Obliterate.
"Projection 2: 1, 3, 5, 9"
Caller names the 4 missing cells for the active wall.
3. Morgeth, the Spirekeeper
Morgeth is a controlled collection encounter. The team gathers 10 Taken Strength without letting any Guardian reach 3 stacks, rescues trapped holders with Taken Essence, then burns Morgeth before his strength meter fills.
At a glance
Details
Strength sequence
1 start; 4 first wave; 4 second wave; 1 final center orb.
Personal cap
2 Taken Strength. A 3rd stack kills the holder.
Rescue
Taken Essence grenade action frees Umbral Enervation and transfers the trapped player’s stacks.
Challenge
Forever Fight - leave the 4 smaller Ogres alive.
Arena orientation
From the rally banner, Morgeth is forward at center. The first and final Taken Strength appear on the center line. The remaining Strength spawns in left and right groups, so split the fireteam 3 and 3 and name every pickup by side before anyone collects it. The broad steps behind Morgeth provide a clear damage angle on his glowing back weak points, but any survivable position with clean sightlines works.
Roles
Role
Count
Primary responsibility
Strength runners
4
Collect assigned left/right orbs while tracking personal stacks.
Dedicated rescuers
2
Stay at 0 stacks when possible, kill Eyes of Riven, and free trapped holders.
Meter reset carrier
1 backup
Preserve a late Taken Essence and use its super action on Morgeth if the strength meter nears full.
Standard walkthrough
Split 3 left and 3 right. Pick up the first center Taken Strength to start.
Clear the opening Taken and collect the first 4 Strength orbs, 2 per side. Call your total every time you pick one up.
When Umbral Enervation traps a Strength holder, that player calls side and stack count. A 0-stack rescuer kills an Eye of Riven, takes Essence, and uses the grenade action beside the trapped player.
The rescuer inherits the trapped player’s Strength. Never rescue while already at 2; receiving even 1 more stack causes death.
Repeat for the second wave of 4 Strength. Preserve one accessible Eye of Riven Essence if the team expects a long damage phase.
The final Strength appears near the original center location. Confirm the pickup will not create a 3rd stack, then collect it to make Morgeth vulnerable.
Regroup on the steps behind Morgeth or another agreed safe damage point. Damage the glowing weak spots while clearing Axion Darts.
If Morgeth’s strength meter approaches full before the kill, use a Taken Essence super action on him to reset/stagger the encounter and continue with the next Strength cycle.
Failure states and recovery
Problem
Recovery
A runner reaches 2 stacks early
That Guardian stops collecting. Reassign later orbs before they spawn.
A holder dies
The lost Strength reappears after a delay. Stabilize adds and reassign the pickup.
Rescuer now holds Strength
That rescuer stops taking Essence and joins the runner count; another 0-stack player becomes rescuer.
Meter is nearly full
Use saved Taken Essence super on Morgeth. If none is available, commit all damage immediately.
Suggested loadout
Weekly challenge - Forever Fight
Do not kill the 4 smaller Taken Ogres positioned in front of Morgeth.
Use cover and crowd control to manage their sightlines while runners collect Strength.
Avoid wide-area supers, explosives, or automatic tracking that can accidentally finish an Ogre.
Complete the ordinary collection, rescue, and damage sequence with all 4 Ogres alive.
Quick reference
Call
Meaning
"Strength left, picker?"
An orb is active and needs an assigned safe holder.
"At 2"
That Guardian cannot collect or absorb another stack.
"Trapped left, 2 stacks"
A 0-stack rescuer is required immediately.
"Essence reset"
Carrier uses super action on Morgeth before the meter fills.
4. The Vault
The Vault is a 3-phase symbol-routing puzzle with no boss. Three readers determine whether each plate requires Penumbra or Antumbra, runners deliver matching Taken Essence, and room defenders prevent Mights of Riven from reaching the center.
At a glance
Details
Rooms
Stairs at the banner, Tree on the left, Rocks on the right.
Read
Each plate shows left, center, and right symbols.
Rule
If another room's center call matches your left symbol, your plate is Penumbra. If it matches your right symbol, your plate is Antumbra.
Challenge
Keep Out - kill every Might of Riven before it crosses the barrier out of its spawn room.
Room orientation
Stand at the rally banner facing the center mechanism: Stairs is behind you at the banner, Tree is the room to the left, and Rocks is the room to the right. The 3 outer rooms form a loop of connecting tunnels. When Taken barriers seal direct access to center, the Essence runner follows that loop to whichever room is open, then re-enters center through its doorway.
Role setup
Role
Count
Primary responsibility
Plate readers
3
One at Stairs, Tree, and Rocks; publish all 3 symbols and determine the plate’s P/A requirement.
Essence runners
3, often same readers
Kill the Eye of Riven, take its Penumbra/Antumbra Essence, and cleanse the matching plate.
Might defenders
3, paired by room
Kill Mights of Riven before they reach or slam the center mechanism.
Reading Penumbra and Antumbra
All 3 readers step onto their plates and face the center mechanism. Each display shows a center symbol with one symbol to its left and one to its right.
Each reader calls only their room and center symbol first: for example, "Stairs center Branch."
Listen for the other 2 center calls and compare them to the side symbols on your own display. If either called center appears on your left, your own plate requires Penumbra. If either appears on your right, your own plate requires Antumbra.
Example: Stairs calls Branch. If Tree sees Branch on the left side of Tree's display, Tree is Penumbra. The location of Branch on Stairs' display does not determine Stairs.
Record the final requirements as a short string such as "Stairs P, Tree A, Rocks P." Repeat the read at the beginning of every phase; the previous phase does not carry forward.
Standard walkthrough
Start the phase by standing on the 3 center plates and completing the symbol read.
One outer room opens. Its pair enters, clears Taken, kills the Eye of Riven, and reads the Essence type: Penumbra or Antumbra.
Killing the Eye seals that room's direct door and opens a different room. Call the newly open room. The runner follows the outer tunnel to it, enters center, and moves to the plate whose recorded requirement matches the Essence.
At the destination plate, use the grenade action to cleanse. A correct cleanse locks that plate and advances the room rotation.
Room defenders kill every Might of Riven before it reaches the center and slams a plate. The pressure increases through the phase: expect 1 Might after the first Essence pickup, 2 after the second, and 3 after the third. Call each spawn room immediately.
Complete 3 correct cleanses before the phase timer expires. Repeat the complete symbol read and cleanse cycle for 3 phases.
Failure states and recovery
Problem
Recovery
Essence type has no obvious destination
Stop in a safe tunnel and repeat "Stairs P, Tree A, Rocks P." Do not guess.
Runner takes wrong tunnel
Use the outer loop to redirect. The rooms connect; communicate remaining time.
Might leaves its room
The Keep Out challenge fails at the room barrier. On a Standard clear, kill it before it completes a center slam.
Wrong plate cleansed
The phase can continue if time remains. Keep defending, obtain another Essence, and use the same recorded requirements until 3 correct plates are cleansed.
Suggested loadout
Weekly challenge - Keep Out
Assign one defender to each room and place them between the spawn lane and center door.
Call every Might immediately and use burst damage before it crosses the Taken barrier out of its room.
Runners do not abandon a live Might to deliver Essence; the cleanse can wait a few seconds.
The challenge fails as soon as a Might leaves its spawn room, even if it is killed before reaching a plate.
Quick reference
Call
Meaning
"Stairs center X"
Stairs publishes its center symbol for the other readers.
"Tree left match; Tree P"
Tree matched another center call on its own left and therefore needs Penumbra.
"Stairs P, Tree A, Rocks P"
Final plate requirements.
"Essence A; Rocks open"
Runner carries Antumbra through the tunnels toward the open Rocks doorway.
"Might Tree"
Tree defender and nearby players prioritize the Knight before it crosses the barrier.
5. Riven of a Thousand Voices
Riven is the raid’s most communication-heavy encounter when completed as designed. Two teams alternate between staggering Riven and cleansing an Eye-of-Riven symbol, transfer eye calls across rooms, resolve 6 eyes at the top, damage weak spots during the descent, and finish inside the Ahamkara.
Room orientation and eye numbering
After the opening descent, the fireteam splits between the room marked by a tree and the room marked by crystals. In either room, Riven enters through the black wall at the front. The viewing lens and lift are toward the rear. For cleanse directions, treat the Riven wall as 12 o'clock and the viewing lens as 6 o'clock; the lens reader calls a clock direction, distance from center, and live correction.
Use the common L1-L5 and R1-R5 eye labels below. Left and right mean the viewer's left and right while standing directly in front of Riven. "Inner" means closer to the center line of her face; "outer" means farther from it.
Position on Riven's face
Viewer-left eye
Viewer-right eye
Upper
L4
R3
Middle outer
L1
R4
Middle inner
L3
R2
Lower outer
L2
R5
Lower inner
L5
R1
Some groups use 1-10 instead. Either convention works, but do not mix systems after the pull. Before starting, have the recorder call 2 test positions and require every prospective shooter to identify them from the table.
Initial teams and roles
Role
Count
Primary responsibility
Crystal room team
3
Handle whichever side arrives: Riven stagger/eyes or Eye-of-Riven lens cleanse.
Tree room team
3
Mirror Crystal room. Transfer eye calls across rooms.
Eye recorder
1 per room
Write or repeat the 2 glowing eyes from each Riven stagger.
Essence carrier + lens reader
2 per Eye room
Carrier calls the repeated symbol; reader locates it through the rear lens and guides the carrier.
Top-room eye shooters
6
Each owns one called eye for the coordinated 6-eye shot.
Lower-room exchange
Both lower floors use the same 2-room exchange. The teams receive the jobs in opposite order, and the order may reverse on the next floor.
What arrives first
First job
Second job
Riven
Bait an attack, stagger her, and send the 2 glowing eye calls to the other room.
After she leaves, kill the Eye of Riven and complete the symbol cleanse.
Eye of Riven
Kill the Eye, call and cleanse the carrier's symbol, then prepare for Riven.
When she arrives, damage her mouth and shoot only the 2 eyes called by the other room.
For the cleanse, the Essence carrier looks toward the central pillar or lower stairs and calls the one symbol repeated in a vertical column. A second player climbs to the rear viewing lens. Only the lens view reveals where that symbol sits around the room. The carrier moves to the called position and uses the grenade action after the reader confirms the location.
Intended walkthrough
Split 3 Crystal and 3 Tree, step on the starting plates, and descend. Call which room has Riven and which has the Eye of Riven.
Riven-first room: if her side tentacles extend, move close enough to bait a slam, dodge it, and damage the tentacle embedded in the floor. If she breathes fire instead, survive the volleys, then damage the glowing mouth. Continue until she staggers.
On the stagger, 2 eyes glow. The recorder calls and writes both numbers for the other room. Do not shoot them yet.
Eye-first room: kill the Eye of Riven. One Guardian picks up Taken Essence and calls the repeated symbol they see. Another climbs to the rear viewing lens, finds that symbol around the room, and guides the carrier with the agreed clock-and-distance call.
The carrier uses the grenade action on the confirmed symbol. A correct cleanse activates the lift and completes the room’s requirement.
Riven changes rooms. The receiving team damages the Taken blight in her mouth until it closes, then shoots only the 2 eyes called by the opposite room. A wrong eye causes a wipe. At the same time, the original Riven team completes its Eye-of-Riven cleanse.
After both rooms finish their jobs, take the rear lifts to the second lower floor. Repeat the same exchange, following whichever Riven/Eye order appears there, then take the center lifts back to the upper starting chamber.
Clear Taken Goblins and Ogres in the upper chamber. Riven appears through 3 different openings; stagger her each time and record the 2 glowing eyes, creating a list of 6. Assign one Guardian to each recorded eye as each pair is called.
On Riven's fourth upper-room appearance, damage the blight in her mouth. When her mouth closes and all 6 recorded eyes become vulnerable, the caller counts down and the assigned players shoot together. Clear the remaining Taken, then move to the 6 starting plates before Creeping Darkness reaches 10 stacks.
Descend past Riven. Damage the glowing sores on her body and clear the Axion Darts released by broken sores. If Riven does not reach her final health segment, the fireteam lands in the lower rooms and repeats the complete exchange.
When Riven reaches her final health segment, the team is pulled into the Ascendant Plane. Climb the floating path while Ascendant Atrophy drains health, remove blocking Phalanxes, and have any surviving Guardian touch the Taken Strength/light at the top to return the whole team.
Shoot Riven’s glowing mouth during the final attack, enter her mouth, and destroy the blight inside her body. The raid is not complete until the Heart relay is finished.
Failure states and recovery
Problem
Recovery
Eye call is uncertain
Do not shoot. Repeat the position using upper/middle/lower and inner/outer, then translate it to the eye table. A delayed correct shot is better than a fast wipe.
Essence carrier cannot find symbol
Carrier returns to center facing the Riven wall. Lens reader repeats clock direction and distance, then gives live left/right correction.
Lower-room lift is not active
The cleanse was wrong or incomplete. Recheck the lens call and remaining Essence timer.
Top-room eyes are not assigned
Pause damage, read the six-number list, and assign one shooter to each before Riven’s resolution.
Axion Darts block descent damage
Several players clear darts while the rest shoot sores. Do not let everyone tunnel on the same weak spot.
Suggested loadout - intended method
Weekly challenge - Strength of Memory
Track eye ownership by Guardian, not only by phase.
No Guardian may shoot the same numbered Riven eye more than once during the encounter.
Before each 6-eye resolution, assign every called eye to a shooter whose personal list does not already contain that number.
Use a written eye ledger or Discord note. Do not rely on memory after a long lower-room cycle.
Encounter triumph - Eyes, Mouth, Heart
The current official record requires defeating Riven after progressing back to the top of the chamber. In practical terms, complete the intended eye-and-descent sequence rather than ending the fight solely through the lower-room limb damage skip.
Common wall-hug damage skip - patch-sensitive
Descend together and enter one chosen lower room, commonly Crystal. Watch the black wall for the arrival cue and determine whether Riven will reach that room first or second.
The goal is to meet Riven in the room she visits second. If the cue says the chosen room is second, stay. If it is first, use the known "Joining Allies" wall position to return to the upper entrance, then race to the opposite room before Riven's second arrival.
Stack at the agreed limb position, apply team support and debuff effects, and use the current highest reliable close-range or sustained burst.
If the damage threshold is not met, do not improvise eye shots without assignments. Reset and run the intended method or adjust the damage plan.
Quick reference
Call
Meaning
"Riven Tree"
Tree team prepares the stagger; Crystal team prepares Eye/lens.
"Eyes L2, R4"
Record only; do not shoot until Riven reaches the receiving room.
"Branch; 10 o'clock, far"
Carrier calls Branch; lens reader guides them to its location.
"Six eyes assigned"
Top-room shooters confirm individual targets before countdown.
"Sores and darts"
Split descent attention between damage weak spots and Axion projectiles.
6. Queenswalk - the Heart of Riven
Queenswalk begins immediately after Riven’s death. A rotating Fate’s Chosen carries the Heart back through the raid while the outside team stays inside its protective aura and absorbed players collect Taken Strength inside the Heart to extend the relay.
Roles
Role
Count
Primary responsibility
Heart carrier / Fate’s Chosen
1 rotating
Carry the Heart when selected, move continuously, and count the 15-second timer.
Outside support
Remaining outside players
Stay in the aura, clear the path, and spread before the pulse.
Heart-realm team
Absorbed players
Collect Taken Strength, preserve the final orb until late, and kill Mights of Riven.
Route caller
1
Call doors, blight crossing, Vault room, and Stairs deposit.
Route in words
Segment
Direction from the carrier's approach
Leave Riven
Exit through her mouth. At the back of the first room, take the doorway on the left.
Hall junction
Continue through the hall and take the doorway on the right.
Blighted room
Cross the broken-platform room. The safer route uses the remaining platforms along the left; a direct crossing requires enough healing and aura time.
Vault approach
After the blighted room, take the right doorway, then the next left. Continue until the Vault opens ahead.
Vault crossing
Enter whichever side room is open, Tree or Rocks, and take its longer outer tunnel toward Stairs.
Final climb
At Stairs, drop through the old lift opening, land below, and climb the long central staircase into the small Techeun room. Deposit the Heart at center.
Walkthrough
When Riven dies, one Guardian becomes Fate’s Chosen and picks up the Heart. Call "Heart, 15" and begin moving immediately.
The Heart aura protects nearby players from Creeping Darkness. The outside team runs inside the aura and clears only enemies blocking the route.
At about 5 seconds, the carrier calls "5, back." Teammates move behind the carrier and outside the shrinking pulse radius so only the current carrier is absorbed.
At 0, the carrier and anyone still caught in the pulse are drawn into the Heart realm. The next Fate’s Chosen, not simply the nearest player, must pick up the dropped Heart and continue. This also applies if the carrier dies early.
Inside the Heart, collect Taken Strength. No Guardian may hold more than 2; a 3rd kills. Leave the final orb until the outside timer reaches roughly 3-5 seconds, then collect it to reset/slow the Heart once for that carrier.
Kill Mights of Riven inside before they reach and slam the plate. As more players are absorbed, divide the available Strength safely.
Outside route: follow the route table from Riven's mouth through the left doorway, right doorway, blighted room, then right and left toward the Vault. The route caller announces the next turn before the carrier reaches each doorway.
At the Vault, call whether Tree or Rocks is open. Enter that room and take its longer outer tunnel to Stairs; do not circle back toward the room you entered from.
At Stairs, drop through the old lift opening, then carry the Heart up the long central staircase into the small Techeun room. Move to the center to deposit it, free the Heart-realm players, and complete the raid.
Failure states and recovery
Problem
Recovery
Team drifts outside the aura
Stop shooting distant adds and collapse back onto the carrier. Creeping Darkness is the priority.
Too many players are absorbed
Continue if at least one outside player remains. Inside players must coordinate Strength more carefully.
Final Strength was taken early
Use the added time to clear Mights and prepare; the outside group cannot receive that extension again for the same carrier.
Carrier dies or drops Heart
Wait for the game to designate the next Fate’s Chosen. That Guardian, not simply the nearest outside player, must pick up the Heart and continue. A long unattended drop ends the run.
Vault route confusion
Follow the visibly open Tree or Rocks room, then take its tunnel to Stairs.
Suggested loadout
Quick reference
Call
Meaning
"Heart 15"
The newly selected Fate’s Chosen picked up the Heart and the timer started.
"5, back"
Outside team moves behind the carrier and leaves the pulse radius.
"Last Strength holding"
Heart realm preserves the final orb for the outside timer.
"Vault: Tree open"
Route through Tree and take the long tunnel toward Stairs.
"Deposit"
Carrier enters the Techeun room center to finish.
Secrets, Keys, Deepsight, Loot, and Raid Mods
Hidden chest 1 - bridge before Shuro Chi
Reach the Shuro Chi checkpoint through the raid route or with Wish 4.
Turn away from Shuro Chi and backtrack toward the long bridge. Follow the rocky outer edge to the bridge supports rather than crossing the main span.
At the appropriate support, drop to the narrow ledge below bridge level. Enter the small opening in the support wall to find the chest; its portal returns players to the route above.
Hidden chest 2 - traversal before Morgeth
After Shuro Chi, descend through the tower, climb the large tree, and continue until the route emerges at the next cave/load-zone area.
Take the nearer exit on the left instead of continuing toward Morgeth. Follow the trees and protruding ledges up the left cliff face.
Double back above the cave entrance and continue upward to the high ledge beside a tree. The chest sits on that ledge; retrace the climb to rejoin the main route.
Glittering Key chest
Wish 2 spawns an additional chest between Morgeth and the Vault. It only opens with a Glittering Key. Enter Wish 2 before the run in which you plan to use the key.
Ethereal Keys and final chests
Riven kills award Ethereal Keys; Wish 1 grants an additional key once per account.
After Queenswalk, each Ethereal Key opens one chest beneath the Awoken statues.
The final chests can award raid weapons, armor, and One Thousand Voices.
Current reward-tier behavior
Under Destiny 2 Update 9.7.0, pre-The Edge of Fate raids use tiered rewards. When Last Wish is featured, Standard encounters and challenges award Deepsight weapons or Tier 5 armor, and hidden chests award Tier 5 armor on a weekly lockout. When it is not featured, Standard encounters have a chance to award Deepsight weapons or Tier 3 armor. Featured status changes reward quality and farmability; it does not change the encounter instructions in this guide.
Craftable Last Wish weapons received updated perk pools and can be upgraded to match tiered weapons. Check the current Raids and Dungeons rotation before planning a farm because featured activity rules can change in later updates.
Weekly Deepsight - O Deepsight Mine
Pick up the quest before the run.
Complete all 6 encounter objectives in the same weekly quest cycle.
A weapon must have been obtained previously before it can be purchased with Deepsight.
Raid-wide weapon pool and crafting
Weapon
Type / element
Craftable
Age-Old Bond
Void Auto Rifle
Yes
Apex Predator
Solar Rocket Launcher
Yes
Chattering Bone
Kinetic Pulse Rifle
Yes
Nation of Beasts
Arc Hand Cannon
Yes
Techeun Force
Arc Fusion Rifle
Yes
The Supremacy
Kinetic Sniper Rifle
Yes
Transfiguration
Kinetic Scout Rifle
Yes
Tyranny of Heaven
Solar Combat Bow
Yes
One Thousand Voices
Solar Exotic Heavy Fusion Rifle
No pattern; final key chests
The 8 legendary raid weapons are craftable. Encounter-specific legacy curated drops are less useful as a permanent organizing system than the current raid-wide pool, so this guide lists the complete pool rather than promising a specific boss drop.
Great Hunt armor
Each class has a full Great Hunt armor set. Encounter rewards can award raid armor and legendary weapons. Last Wish hidden chests have historically used a broader loot pool than later raids, but Update 9.7.0 formally guarantees Tier 5 armor from featured hidden chests; do not plan a weapon farm around a specific hidden-chest drop.
Last Wish raid mods
Mod
Persistent note
Taken Armaments
Last Wish-only Taken utility mod; review the current in-game perk text before building around it.
Taken Barrier
Last Wish-only Taken defense mod; review the current in-game perk text.
Taken Invigoration
Last Wish-only ability utility mod; review the current in-game perk text.
Taken Repurposing
Last Wish-only grenade utility mod; review the current in-game perk text.
Rivensbane and Completion Checklist
The current Rivensbane seal exposes 18 records. Group them by execution type so a team can plan efficient full-raid runs rather than treating the title as one undifferentiated list.
Encounter challenges
Record
Encounter / condition
Summoning Ritual
Kalli - complete all 9 plates before damage.
Coliseum Champion
Shuro Chi - complete the no-ranged-blast challenge ("Which Witch" modifier).
Forever Fight
Morgeth - leave the 4 smaller Ogres alive.
Keep Out
Vault - no Might may leave its spawn room.
Strength of Memory
Riven - no Guardian may shoot the same eye more than once.
Full-raid composition records
Record
Requirement
Thunderstruck
All encounters with Arc subclasses.
Sunburn
All encounters with Solar subclasses.
Night Owl
All encounters with Void subclasses.
Winter’s Rest
All encounters with Stasis subclasses.
Woven Wish
All encounters with Strand subclasses.
The New Meta
All encounters with one Guardian class.
Clan Night: Last Wish
Complete with a full clan fireteam.
Raid, collection, and flawless records
Record
Requirement
O Murderer Mine
Complete Last Wish.
Petra’s Run
Complete the Wish 13 flawless version; any death sends the team to orbit.
Raid: Last Wish
Complete the associated Collections badge.
Habitual Wisher
Make 10 wishes.
Treasure Trove
Loot hidden chests 10 times.
Put a Flag on It
Plant 5 Last Wish Raid Banners.
Additional current record
Eyes, Mouth, Heart is an additional Last Wish record for defeating Riven after progressing back to the top of the chamber. It is useful as the explicit intended-method target even though it is not one of the 18 current Rivensbane records listed above.
Full-Raid Quick Assignment Sheet
Fill this before the run. Use role labels in voice chat; player names belong only in this planning table.
Bungie, "Destiny 2 Update 7.1.0." Used for Last Wish crafting, Hawthorne's weekly pursuit, guaranteed pattern progress, and the weekly Deepsight exchange.
Bungie Destiny 2 live manifest, English component definitions, checked July 31, 2026. Used to confirm the current activity label, weekly modifier names, Rivensbane records, weapon recipes, keys, One Thousand Voices, and Last Wish raid-mod presence.
Encounter mechanics and cross-checks
Destinypedia, "Last Wish." Used to cross-check every encounter sequence, Kalli's 3 extra challenge Ogres, Shuro Chi's plate rejection, Morgeth's rescue transfer, Vault reading and challenge boundaries, intended Riven, Queenswalk timing and route, and the Wall's 15-wish status.
Shacknews, "Destiny 2 - Last Wish raid guide." Used as an independent cross-check for Shuro Chi's 3-projection plate rule, Taken Essence lockouts, Vault match ownership and tunnel movement, intended Riven's 4 upper appearances, and Queenswalk's 15-second relay.
Destiny 2 Wiki, "Last Wish." Used as a second independent cross-check for Shuro Chi's relative plate orientation, Morgeth's transfer rule, hidden-chest landmarks, and intended Riven.
Soup Spoon, "Last Wish - Full Raid Guide." Used as a recent independent cross-check for the Shuro Chi 1-9 text convention, Vault call structure, L1-L5/R1-R5 convention, and complete encounter ordering.
Shacknews hosts a separately owned set of full-resolution in-game captures for Wishes 1-14. Every one of the 280 text-grid coordinates was checked against those captures; all 280 agree.
The supplied Last Wish DOCX, PDF, and PNG files were treated as editorial and spatial reference material. The asset PDF is byte-identical to the current guide PDF, so it was not counted as an independent verification source.
Editorial boundaries
The guide uses Standard throughout because that is the current in-game label. Encounter challenges remain inside their relevant encounter sections.
The release is text-only. Spatial mechanics are expressed with consistent room names, observer orientation, ordered routes, and semantic tables.
Specific damage weapons are suggestions, not encounter requirements. The Riven wall-hug skip is explicitly marked patch-sensitive.
Current encounter-specific legendary drop promises were avoided; the guide lists the verified raid-wide pool and current crafting support.