Destiny 2 · Taken Raid · The Dreaming City · Forsaken (2018)
Last Wish
A run-along field guide for keeping open on a second screen: the route from the Divalian Mists to the Techeuns, every encounter written as what you see → what it means → who acts → what happens next, the wish wall patterns, both hidden chests, and what to do when a pull goes sideways. Last Wish is a Destiny 2 original — there is no D1 version to unlearn — and it is the one pre-Garden raid that was never vaulted.
Pick the goal first — it decides whether you walk the whole raid or use the wish wall to jump ahead. Every encounter start is a checkpoint, so you can stop and resume by relaunching.
Grab both hidden chests on the way — they sit on the Kalli → Shuro Chi and Shuro Chi → Morgeth legs.
Exotic farm
One Thousand Voices
Enter Wish 7 at the wall — the fireteam respawns at Riven.
Kill Riven (the full fight, or the damage skip). She awards an Ethereal Key.
Run Queenswalk, then open one end chest per key. Each chest can roll the exotic; there is no weekly lockout on it.
Solo-friendly
Hidden chests
Wish 4 → Shuro Chi checkpoint → chest 1 on the bridge behind you.
Fresh run, Wish 5 → Morgeth checkpoint → cross the gap back to chest 2 (movement tech).
Featured week: Tier 5 armor, weekly lockout. Other weeks: Tier 3.
Featured-raid weeks
Patterns & Tier 5
When Last Wish is one of the two featured raids, encounter drops are Deepsight weapons or Tier 5 armor, and they are farmable.
Fastest single-encounter farms: Kalli (no wish needed) or Riven via Wish 7 (adds keys).
Rules that carry through the whole raid
Name everything before the pull
Symbols: use the F/S/D/B codes (fish, snake, dragon, bird, 1–4) or your own nicknames — just agree. Kalli sections: left / back / right. Vault rooms: Stairs (entrance), Tree, Rocks — some teams say temple, forest, spire or "ball". Riven rooms: crystal (blue) and tree (yellow). Riven's eyes: 1–10 or L1–L5 / R1–R5.
Taken Essence (Eye of Riven drop)
Waits 45 s on the ground. While you carry it a debuff stacks every 5 s; 10 stacks kills you (about 50 s). After you spend it you can't pick another up for about 90 s. Super = the interrupt/reset (Shuro Chi, Morgeth). Grenade = free a frozen player (Morgeth), load a lock (Vault), cleanse a symbol (Riven).
Taken Strength
Two per player, maximum. Picking up a third kills you instantly. It matters at Morgeth and inside Riven's heart during Queenswalk.
Creeping Darkness
Stacks quickly; 10 stacks kills. At Riven any start plate cleanses it. In Queenswalk only the heart carrier's aura keeps it off you.
One row per encounter. Tap the name to jump to the full breakdown. Clocks come from Forsaken-era footage (Datto, 2018); the 2024–2026 solo footage shows the same encounter structure.
Completing the six plates that match the centre symbols (kill each plate's Knight), burning Kalli, then hiding in a safe-room door below her — three sides per cycle.
You're outside a door when she fires her weapon. Missed Knights mean missing door rows.
~15 s damage ~10–12 s to a door
3 pairs, one symbol pair each; doors pre-assigned.
Three prism holders beam a triangle to break her shield, the team removes one of six bars, the Eye of Riven Super interrupts her cast, and the picture puzzles reset the Song.
The Song hits 0:00, or her cast finishes before the bar breaks.
Stagger → call the two glowing eyes → the other room shoots exactly those, cleanse the lens symbol, climb; then six eyes at once, a weak-spot float-down, the Ascendant climb and the final stand.
Wrong or missed eyes; 10 Creeping Darkness; running out of health in the Ascendant climb.
Darkness ~1 stack/s after the six eyes
3 + 3 by room (caller · baiter · essence/lens); top room: one eye each plus a buddy.
Carrying the heart back through the Vault to the Techeuns; players pulled inside extend each carrier once.
All six end up inside the heart, or escorts leave the aura.
15 s per carrier
Carriers are random · escorts on Centurions · first player inside owns the last Strength.
02 · Route & checkpoints
From the Mists to the Techeuns
Last Wish is a climb through the Dreaming City: Tower of Opened Eyes, the First Spire, the Keep of Voices, the Hall of Two Souls, then down into the Queenswalk — and back out again with Riven's heart. The encounter starts are checkpoints; the legs between them are where people get lost.
Route mapSchematic · not to scale
Encounter / checkpointChest · wish wallHeart route back
Launch → the wall and KalliFrom the spawn in the Divalian Mists, head up and to the left into the tunnel; it leads to the Tower of Opened Eyes. Wish wall detour: before you go through Kalli's door, turn left to the small lake, follow the glowing plants up the cliff ledges, jump into a tunnel, then jump one more gap to the wall room.
KalliCheckpoint at the arena. Walk in and the six symbols appear over the centre pit.
Kalli → Shuro ChiThe route heads out to the First Spire, along and underneath a long stone bridge, to Shuro Chi's door. Hidden chest 1 is up on that bridge (route). The door only opens with the whole team standing at it; the big rock to its right lets you look into the arena first.
Shuro ChiThe Song starts when the doors open. Three floors; half-sphere platforms lift you between them.
Shuro Chi → MorgethThrough the building, up the tree and through the crystal room to a big tree — hidden chest 2 is off the exit on the left (route). Then comes the broken bridge: the way over is the portal into the Ascendant realm. Cross it and you come out on the far side of the bridge at Morgeth. Falls kill; move as a group.
MorgethHe's asleep. Note where the first Taken Strength floats in front of him — picking it up starts the fight.
Morgeth → the VaultContinue to the outdoor area. If you entered Wish 2, the Glittering Key chest is on top of the tall rock pillar to your right (details). Enter the Keep and ride the levitation lift up into the Hall of Two Souls. Remember this shaft: Queenswalk ends by dropping back down it.
The VaultYou arrive in the Stairs room. Three readers step onto the plates round the centre to start.
Vault → RivenThe opened vault leads into the Queenswalk. A jump section leads on toward Riven's chamber; six plates at the top of the arena start the fight when everyone stands on them.
Riven → QueenswalkKilling the Blight in Riven's throat gives the Queenswalk checkpoint; the heart starts inside her. It goes back out of her mouth, through the Vault's tunnels and down the lift shaft to the basin below Riven's statue.
A 4 × 5 wall of circles in a hidden room before Kalli. Set every circle to the right symbol, stand on the floor plate, and the wish fires. The patterns below use codes, not the in-game art: family letter plus 1–4, with the number of steps from blank.
Getting there
Before Kalli's door, turn left to the small lake. Follow the glowing plants up the cliff ledges, jump across into a tunnel, then jump one more gap. The wall and its floor plate are in the room at the end.
Entering a wish
Every circle starts blank. Each time it takes enough damage it steps once: F1→F4 → S1→S4 → D1→D4 → B1→B4 → blank.
Split the grid — one player per row is quickest. Overshoot? Keep shooting; it loops.
Stand on the floor plate. White flash = accepted. Red/orange = wrong; the wall clears.
Teleport wishes (4–7) kill the whole fireteam and respawn it at that encounter.
Symbol code key
F Fish · steps 1–4
F1swimming left between reeds 1
F2one big fish curled into a C 2
F3two fish chasing in a circle 3
F4leaping straight up 4
S Snakes · steps 5–8
S1infinity loop (∞) 5
S2figure-eight (8) 6
S3one S-shaped snake 7
S4two snakes, heads meeting on top 8
D Dragons · steps 9–12
D1breathing fire to the left 9
D2walking, fire to the right 10
D3wings up beside a downward spear 11
D4holding an upright spear 12
B Birds · steps 13–16
B1diving, head down 13
B2perched face-on on a branch 14
B3gliding, wings swept back 15
B4standing in profile 16
The raid's other symbol puzzles draw on this same set — Kalli's plates (snakes), the Vault locks, Riven's lens stairs — so the codes double as callout names.
Wish 7 · Teleport → Riven
Respawns at encounter 5 — the One Thousand Voices farm start.
Wish 7: top row first · small number = steps from blank
B416
F44
D412
– blank
S26
D19
– blank
– blank
S37
B315
D19
– blank
B214
S37
B315
B416
F44
D412
– blank
S26
Wish 1 · Ethereal Key
One extra end-chest key. Once per account — later entries do nothing.
Wish 1: top row first · small number = steps from blank
F11
F11
B214
B214
B214
F11
F11
– blank
B214
B214
S26
S26
– blank
F44
F44
S26
S26
D210
F44
F44
Wish 4 · Teleport → Shuro Chi
Kills the fireteam and respawns it at encounter 2.
Wish 4: top row first · small number = steps from blank
B315
B416
B416
B416
B113
S37
B315
S48
B113
S37
S37
B113
– blank
B315
S37
B113
S26
S26
S26
B315
Wish 5 · Teleport → Morgeth
Kills the fireteam and respawns it at encounter 3.
Wish 5: top row first · small number = steps from blank
S15
D412
B315
D412
S15
– blank
D19
B416
D19
– blank
– blank
D19
B315
D19
– blank
S15
D412
B315
D412
S15
Wish 6 · Teleport → Vault
Respawns at encounter 4. You can no longer reach the Wish 2 chest.
Wish 6: top row first · small number = steps from blank
D210
B113
B416
B113
D210
F11
D210
– blank
D210
F11
F11
– blank
– blank
– blank
F11
D311
D311
D311
D311
D311
Wish 2 · Glittering Key chest
Spawns a chest between Morgeth and the Vault. Needs a Glittering Key (rare end-chest drop) → Ermine TAC-717 ship. Follow with Wish 5, not 6.
Wish 2: top row first · small number = steps from blank
F44
– blank
D311
– blank
F33
F44
– blank
D311
– blank
F33
F22
– blank
D210
– blank
F33
F22
– blank
D210
– blank
S15
Wish 3 · Emblem
Grants the Numbers of Power emblem.
Wish 3: top row first · small number = steps from blank
F11
– blank
F11
– blank
F11
– blank
S15
– blank
S15
– blank
D19
– blank
D19
– blank
D19
– blank
B113
– blank
B113
– blank
Wishes 8–14 · cosmetic and challenge
Wish 8 · Song
Plays “Hope for the Future”.
Wish 8: top row first · small number = steps from blank
– blank
D412
B214
D311
– blank
– blank
D412
B214
D311
– blank
– blank
D412
B416
D311
– blank
– blank
D412
B214
D311
– blank
Wish 9 · Failsafe narrates
Failsafe replaces the Siren of Riven’s commentary.
Wish 9: top row first · small number = steps from blank
– blank
– blank
– blank
– blank
– blank
– blank
F22
F22
F22
– blank
– blank
F22
F22
B214
– blank
– blank
– blank
– blank
– blank
– blank
Wish 10 · Drifter narrates
The Drifter replaces the Siren of Riven’s commentary.
Wish 10: top row first · small number = steps from blank
F22
F22
– blank
– blank
F22
F22
D412
D412
– blank
F44
F22
– blank
S37
S37
F44
– blank
– blank
– blank
F44
F44
Wish 11 · Confetti
Precision kills burst into confetti (Grunt Birthday Party).
Wish 11: top row first · small number = steps from blank
B315
B315
– blank
B416
B416
B315
– blank
F22
S15
B416
D19
– blank
F22
– blank
S26
D19
D19
– blank
S26
S26
Wish 12 · Head effects
Random effect over each player’s head.
Wish 12: top row first · small number = steps from blank
F11
– blank
– blank
– blank
D19
F11
F11
D19
D19
D19
F44
F44
D412
B315
B315
F44
– blank
– blank
– blank
B315
Wish 13 · Petra’s Run
Any death sends the whole fireteam to orbit.
Wish 13: top row first · small number = steps from blank
B113
F22
B214
B315
S48
B113
F22
– blank
B315
S48
S48
B315
– blank
F22
B113
S48
B315
– blank
F22
B113
Wish 14 · Corrupted Eggs
Spawns eggs in the raid that only Wish-Ender can break.
Wish 14: top row first · small number = steps from blank
S15
D210
B214
D19
S15
– blank
– blank
B416
– blank
– blank
F11
– blank
S26
S48
– blank
S15
D412
– blank
– blank
D311
Sources: patterns transcribed from the D2 Wiki, Wall of Wishes; wishes 1–7 cross-checked cell by cell against in-game screenshots (2018). Effects: the D2 Wiki. Accept/reject colours: Idle Animation. Route to the wall: D2 Wiki, Sweatcicle 2021. The step numbers assume the wiki's 1–4 numbering is the in-game cycle order.
04 · The encounters
Six encounters, start to heart
Each encounter opens with a run card, then the fight as a table of cue → meaning → who acts → next. Below that: the six-player split, what to do when it goes wrong, and alternative strategies with the patch period they were shown in.
1
Encounter 1 · Tower of Opened Eyes
Kalli, the Corrupted
Complete the six plates, burn her, hide in the doors below her.
Starts
Walk in: six symbols appear over the centre pit
Clock
~15 s damage, then ~10–12 s to reach a door
Wipe
Anyone outside a safe-room door when she fires
Bring
Burst heavy, healing, add-clear for Psions
Nine plates ring the room, each with a snake symbol floating over it. The centre shows three symbols, twice each. The six plates that match are the job; the other three are traps. Every plate you finish unlocks a row of safe-room doors you'll need when Kalli fires her weapon.
The loop
You see
It means
Who
Then
Six symbols over the centre pit, in three pairs
These are the plates to complete — two plates per symbol.
Each pair takes one symbol
Find both plates showing your symbol on the outer ring.
Blight bombs over two of your plate's three strips
Those strips explode in about 8 s; the third is safe.
Plate stander
Stand on the clean strip. The bombs move each cycle — follow the clean strip.
A Taken Knight appears on your plate (after ~3 blasts)
Killing it completes the plate: its symbol leaves the centre and a row of three doors is banked.
Your pair + floaters
Kill it, move to your second plate, then help others.
A Taken Ogre appears
Someone completed a plate whose symbol wasn't shown.
Floaters
Kill it; carry on with the correct plates.
Kalli teleports onto your plate and knocks you up
She's trying to throw you off the plate.
Anyone close
Shoot her — she teleports away after a few hits.
“Kalli conceives an ontological weapon”
All six plates are done: damage window, about 15 s.
Everyone
Group at the centre and burst.
“Kalli prepares to wield her weapon”
Wipe blast in about 10–12 s.
Everyone
Drop into an open door in the pit wall directly below her. Stay in until it fires; Psions spawn in the middle afterwards.
She moves to the next side of the pit
Next damage + door cycle. There are three sides.
Everyone
After the third side, new symbols appear — back to the plates.
Kalli's roomSchematic
Symbol plate / KalliSafe-room doorsPit
Six-player split
Pair A
First centre symbol: both of its plates.
Pair B
Second symbol.
Pair C
Third symbol.
Doors
Agree before damage: one half takes the top row, the other the bottom; within a row, left / middle / right. Or number the doors 1–6.
When it goes wrong
A Knight was missed. One side will open a row short. Call it before damage so everyone knows which doors exist; whoever is left without one dies in the blast and needs a revive after it.
Wrong plate. An Ogre spawns. Kill it and keep going — the correct plates still count.
Short on damage. After the third side the plates reset with new symbols. Take the extra cycle rather than skipping doors.
Solo, challenge and older methods
Bug-assistedMonument · 2026-07Esoterickk's solo Kalli works on all three classes and relies on a Kalli bug he explains on screen, using damage-over-time weapons (Anarchy or Witherhoard) plus Riven's Curse armor. He rates it the fastest raid-weapon pattern farm because you can relaunch without the wish wall; you get one drop, and Tier 5 armor only in a featured week.
Glitch · historical2019–2020 An older solo used an out-of-map Joining Allies spot to ignore the mechanics. Not re-checked for Monument.
ChallengeSummoning Ritual: complete all nine plates, including the three wrong ones — you fight three Ogres.
Lore lens
Kalli is a Techeun — one of the Awoken witches who keep the Dreaming City — found Taken in the middle of a ritual of Blighted sigils. You don't kill her: once she is free she thanks you, warns you not to listen to Riven, and sends you after her sister.
Next leg → Shuro ChiOut to the First Spire, along and underneath a long stone bridge, to Shuro Chi's door. Hidden chest 1 is up on the bridge (route). The whole team has to stand at the door to open it.
Break the shield, burn a bar, interrupt the song, solve the pictures, climb.
Starts
Whole team at the door; the Song starts when it opens
Clock
Song 4:00 per floor · runs double speed from prism spawn until her shield breaks
Wipe
Song reaches 0:00, or her cast completes before the bar breaks
Bring
Add-clear, a healing Super for the top floor, burst DPS
Six health bars across three floors. Each floor: two bars at two stages, then (on floors 1 and 2) a picture-puzzle room that resets the Song and raises platforms to the next floor. Enemies change by floor: Thrall, then Psions, then Acolytes, with Knights and an Eye of Riven every time.
The loop
You see
It means
Who
Then
Doors open, Song timer from 4:00
The floor clock is running.
Everyone
Clear toward her stage; kill Knights first. Timers start as enemies die, so kill fast.
Eye of Riven (Taken Captain) dies
It drops the Taken Essence — your interrupt. It waits 45 s.
This bar's interrupter
Leave it on the ground and pick it up as her shield comes down.
“Awoken Lenses materialize” · “Shuro's tempo quickens”
Three prisms on three plates around her; the Song now runs double speed.
3 prism players
Grab a prism, stand on its plate (it drains health) and all fire at the player to your right: a triangle of beams breaks her shield.
Shield breaks · “Shuro's tempo resumes”
Damage window for one bar.
Everyone
Burn one sixth of her health.
She begins a new song while you shoot
Wipe cast unless the bar breaks or she's interrupted.
Interrupter
Get close and fire the essence Super late in the cast. You get one more attempt at the bar before she recasts.
Bar breaks, she teleports forward
Second stage of the floor; an Ogre spawns at the next stage.
Everyone · 2nd interrupter
Repeat with the other interrupter — the first is locked out of essence for ~90 s.
Puzzle room: 3 × 3 floor plates, three pictures on the walls
Each picture has missing panels; the plates fill them. Solving all three resets the Song to 4:00.
4 plate players · 2 on adds
Left picture first, then clockwise. See the plate rule below; “Command accepted” confirms each one.
Half-sphere platforms appear overhead
Way up to the next floor. They start rotating a few seconds after someone touches one.
Everyone together
Climb as a group. The top floor has no puzzle; adds keep spawning during the last bars.
Puzzle plate ruleTop view · schematic
Picture wall (order)Centre plate: once each per room
The plate rule
Read it from across the grid. Stand so the plates are between you and the picture: the grid is the picture, top edge toward the wall. So the plate at the front-left corner when you walk in is the top-left for the left-wall picture.
No player can step on the same plate twice in a room, and plates hurt. Every plate changes meaning between pictures except the centre — each player gets the centre once.
Stay off plates you don't need. An accidental step burns your use. Phalanx shoves are the usual cause — kill them first.
Six-player split
Prisms ×3
Same three players every time; shoot to the right.
Interrupt A
Bars 1, 3, 5.
Interrupt B
Bars 2, 4, 6 (the ~90 s essence lockout forces the alternation).
Puzzles
Four on plates, two on Phalanx/Thrall at the doorway; call plates on the fly.
When it goes wrong
Interrupter dead or locked out. Burn the bar — breaking it before the cast ends also stops the song.
Song running low after the second bar. Only the puzzles reset it. Go straight to the puzzle room; clear adds there, not on the way.
Knocked off a puzzle plate. You can't reuse it. Swap with a teammate who hasn't stood there.
Prisms slow. The Song is at double speed until the shield breaks — have prism players grab the moment the last add dies.
Solo and challenge
Setup-specificEpisode: Heresy · 2025-06Esoterickk soloed Shuro Chi; the video's chapters start with “removing the timer”, then a long finisher section. It's a season-specific setup and hasn't been re-checked for Monument.
ChallengeWhich Witch: nobody may take damage from Shuro Chi's ranged blast.
Lore lens
Shuro Chi is Kalli's sister, another Taken Techeun, and her Song is the clock. The prisms and wall pictures are Awoken lenses and panels — the City's own machinery turned against her. Freed, she asks you to rip out Riven's heart and bring it to them so the Techeuns can purify it.
Next leg → MorgethThrough the building, up the tree, through the crystal room to a big tree — hidden chest 2 is off the left exit (route). Then the broken bridge: take the portal into the Ascendant realm, cross it, and exit on the far side at Morgeth. Stay grouped; falls kill.
Steal his Taken Strength, free the frozen, then kill or reset him.
Starts
Pick up the Taken Strength floating in front of him
Clock
Strength climbs in 10% steps, faster over time and while orbs sit uncollected
Wipe
100% — “Morgeth is at full strength! He invokes your death…”
Bring
Precision heavy for a huge crit spot; dart control; healing
Morgeth is immune until you've taken the 10 Taken Strength that feed him: 1 to start, a wave of 4, another 4, then 1 back where you started. Each player can hold two. Holders get frozen by Umbral Enervation; a teammate with essence and room in their stacks frees them.
The loop
You see
It means
Who
Then
A Strength orb in front of the sleeping Morgeth
Taking it starts the fight. The 10th orb spawns in this spot.
Starter
Split 3 left / 3 right and clear the first adds (Ogres among them).
A wave of four Strength, two per side
Collect fast — uncollected orbs speed him up. Max two each; a third kills you.
Side collectors
Call your stacks. After the second wave of four, aim for four players on two and one on one (nine banked).
Eyes of Riven (upper or lower spawn, either side)
Essence for freeing players. Only two essences can be on the ground at once — an Eye killed while two are down drops nothing.
Zero-stack freer
Kill them; leave the essence (45 s) until someone freezes. Keep one for the damage phase.
A Strength holder frozen in a cyclone — Umbral Enervation
20 s to free them or they die and their Strength returns to the field.
Essence holder
Stand next to them and press grenade. You absorb all their Strength — so only a zero-stack player frees a two-stack player.
The last Strength returns in front of Morgeth
Taking it opens damage.
Player at 0 or 1 stacks
Everyone else sets rifts / Well first, then grab it.
Shoot the pulsing growths on his back. At 80–90% the bomber fires the essence Super into him; that resets him and the cycle restarts with more Strength.
Morgeth's arenaSchematic
Morgeth / StrengthTeam sides / EyesOgres
Six-player split
Each side
Collector A (first two orbs), collector B (next two), freer (stays at zero stacks).
Damage
One bomber holds an essence from the start of damage; one player shoots darts on first runs.
Rescue
If both Eyes spawn on one side, the other side's freer rotates across early.
When it goes wrong
A holder died. “Taken Strength returns to the field!” — grab it again quickly; it speeds him up while it sits.
Nobody kept an essence for damage. Commit to the kill. If he won't die, the phase is a wipe.
Freer has one stack and a two-stack player freezes. Don't free them — that's three. Get another zero-stack player there inside 20 s.
Solo and challenge
Legit routeSeason of the Wish · 2024-03Esoterickk soloed Morgeth with five loadouts and a tightly timed route (Taken Armaments supplied his Heavy ammo); the steps are in his description, and he credits Nathan and uzi for the strategy. Not re-checked for Monument.
ChallengeForever Fight: keep the four Ogres in front of Morgeth alive for the whole fight.
Next leg → the VaultContinue to the outdoor area — with Wish 2 active, the Glittering Key chest is on top of the tall rock pillar to your right (details). Enter the Keep and ride the levitation lift up to the Hall of Two Souls. Remember the shaft: Queenswalk drops back down it.
Read the lock, run the right essence, never let a Knight plant its sword.
Starts
Three readers stand on the three plates round the centre
Clock
3:00 per lock round (Vault Security Mechanism) · resets each round · 3 rounds
Wipe
“Knight overloaded security mechanism!” — a Might of Riven planted its sword
Bring
Burst for Mights (Supers, heavy), Tractor Cannon, add-clear
A central lock with three reading plates, one facing each side room: Stairs (where you arrive), Tree and Rocks. A ring of tunnels joins the side rooms. Each round you load three Taken Essences — each either Penumbra or Antumbra — into the plates that need them.
Read the lock (first seconds of every round)
You see
It means
Who
Then
Three symbols in a row over your plate
The centre is your plate's identity. One side symbol copies another plate's centre.
Three readers
Call your centre: “Stairs, my middle is S2.”
Your side symbol matches a called centre
Copy on your left → your plate needs Penumbra. Copy on your right → Antumbra.
Matching reader
Answer with side and plate: “Tree: left — Penumbra.” Then call your own centre.
Two plates read
The third is decided by elimination.
Caller
Read it anyway — it catches a misread. Type it in chat on PC (“T P · R A”).
Why left = Penumbra: the duplicate is only the clue; the opposite-side symbol is the key. Penumbra turns the dial counter-clockwise, carrying the original right symbol through the top socket; Antumbra turns it clockwise, carrying the left one. The eclipse names don't encode the directions themselves. Three-plate example and turn diagrams →
Run the keys
You see
It means
Who
Then
Two side rooms seal; one stays open
After its adds, an Eye of Riven spawns at the back of the open room.
That room's runner (+ escort)
Kill it and take the essence. Check the buff: Penumbra or Antumbra.
The room seals behind you and another opens
You're locked out of the centre.
Runner · team calls the open room
Loop through the tunnel ring to the open room and into the centre. The rooms keep the same rotation for the whole round.
Essence picked up → Might of Riven appears
1st key: one Might; 2nd: two; 3rd: three. Each rushes the nearest plate.
Defenders (one watches each room)
Burst it before it plants — Supers are well spent here. A planted sword wipes in about 5 s.
Runner reaches the centre
Load the essence into a plate that needs its type.
Runner
Press grenade on the plate. The next Eye spawns in the room you just left.
Third key in → a beam hits the vault door
Round done; timer resets; symbols change.
Readers
Back on the plates for new reads. Three beams open the vault.
The VaultSchematic
Rooms / reading platesLock / vault doorMights of RivenRunner route
Example run: the Eye dies in Tree, so Tree seals and Rocks opens; the runner loops through the tunnel to Rocks and into the centre.
Six-player split
Readers ×3
One per plate; they read, then defend their side of the lock.
Rooms
Pairs by room: runner + defender. Whoever's in the open room when the Eye dies runs.
Mights
One player always watches each side room's exit. Three Mights on the third key: Supers, then heavy.
Scions
They spawn between the plates and the doorways and one-shot careless readers.
When it goes wrong
Wrong essence. It explodes, killing the runner and anyone near them, and the key is gone. Eyes keep spawning until the round ends, so kill the next one fast — but with the 3:00 clock this is usually a wipe.
Runner trapped far from the open room. Tunnels only — call which room is open and which way round is shorter.
A Might is already at a plate. Everything goes into it now; staggering it with heavy delays the plant.
Shortcut, solo and challenge
ShortcutTractor Cannon the Eye. Rooms don't seal the instant an Eye dies, so pushing the Eye toward the main room before it dies lets the runner skip the tunnels — and it's the fastest recovery after a mistake. Tractor won't push a Might; it only debuffs it.
Not possible solo Three readers must stand on the plates at once. Esoterickk's full solo compilation skips the Vault for this reason Heresy 2025; the wish wall's Wish 7 is how solo players get past it.
ChallengeKeep Out: no Might of Riven may leave its spawn room.
Lore lens
Bungie describes the Vault as an Awoken security measure: a moving lock between the fireteam and Riven. Story reading: the team turns ambiguous images into precise shared action. That does not establish a fixed glyph dictionary or who built this exact lock.
Next leg → RivenThe opened vault leads into the Queenswalk. A jump section carries on toward Riven's chamber; the fight starts when all six stand on the plates at the top of the arena. Split into 3 + 3 before you step on — you'll be choosing rooms on the way down.
Two rooms trade eyes and symbols, then six eyes at once, then the long fall.
Starts
All six on the plates → you float down past Riven → split into the two rooms before they seal
Clock
No fixed timer until the six eyes; then Creeping Darkness ~1 stack/s (10 kills)
Wipe
Wrong or missed eyes when her mouth closes
Bring
Long-range precision for eyes, a team heal or shield, add control
There are two lower floors, each with a crystal room (blue) and a tree room (yellow). On each floor one room gets Riven, staggers her and reads two glowing eyes; the other room gets an Eye of Riven, cleanses a symbol to unlock its lift, then shoots the called eyes when Riven arrives. Then everyone meets at the top.
Lower floors (twice — roles usually swap on floor 2)
You see
It means
Who
Then
Riven in your room, breathing fire
Stagger by shooting her mouth when it glows red, right after the breath.
Your three
Stagger → two of her ten eyes glow. Call them to the other room.
Riven in your room, tentacles out
Bait a slam: stand under a tentacle until it glows, jump just before it lands, then shoot the glowing tentacle.
One baiter · two shooters
Same result — call the two eyes. Only one player baits at a time.
No Riven — an Eye of Riven instead
Your room does the symbol cleanse.
Essence holder + lens reader
Holder: find the symbol repeated five times up the wall and name it. Reader: climb to the glass at the back, find that symbol on the stairs and steer the holder. Holder presses grenade on it — the lift unlocks.
Riven arrives in your room with her mouth open
The other room sent her. Short damage window, then a wipe.
Your three
Shoot the mouth. When it closes, shoot exactly the two called eyes. A wrong eye — including splash — wipes.
Both rooms done
Take your lift up a floor, ideally at the same time.
Everyone
Repeat on floor 2, then take the centre lift up to the start room.
Top room, then the fall
You see
It means
Who
Then
Goblins and Ogres; Riven at a black gate
Three staggers here, moving clockwise round the room. Goblins can make Ogres immune; Ogre beams shove you.
Everyone
Kill Ogres before staggering. Each stagger shows two eyes: assign one eye per player, paired with a buddy.
Fourth appearance, Taken orb in her mouth
Damage, then the big check: all six eyes.
Everyone
Burn the mouth; when it closes, all six eyes within a few seconds of each other.
Creeping Darkness starts stacking
~1 stack a second; 10 kills. Any start plate cleanses it.
Everyone
Kill the remaining Ogres, get on the plates. All six on plates starts the descent.
Floating down past Riven's body
Her glowing weak spots take big damage but release Axion darts at whoever popped them.
Everyone
Hold back while falling; don't pop spots right in front of you; shoot darts. At the bottom the room cycle repeats.
Teleported into the Ascendant realm
Her last health bar is reached. Ascendant Atrophy: no regen, health drains.
Everyone
Climb the debris round the crystal, kill Phalanxes, turn 180° halfway. One touch on the light at the top returns the team.
Back in the room, orb in her mouth
Final stand.
Everyone
Shoot the mouth until she dies, then run into it, down her throat, and kill the Taken Blight — health drains in there too.
Eye caller (reads and calls the two eyes), tentacle baiter, essence holder / lens reader.
Timing
Either the Riven room waits for the other room's symbol call before sending her, or sends her at once while the other room kills its Eye and damages first, cleansing after. Pick one before the pull.
Top room
One eye per player; buddies 1+2, 3+4, 5+6 cover each other's eye. Damage from the middle (close, Ogres) or the far wall (safe, harder shots).
Callouts
Eyes: 1–10 or L1–L5 / R1–R5. Stairs: a grid your team agrees on. Datto's team read the left eyes in a Z and the right eyes left-to-right.
When it goes wrong
Eye information didn't arrive. Guessing is a wipe. The sending room should hold Riven if the other room is mid-cleanse.
Someone died on the float-down. Their ghost moves to the tree room — send a player with a revive.
Cleanse running late. Leave the essence on the ground (45 s) and survive Riven first.
Tentacle won't stagger. Two players baiting at once can bug it — one baiter only.
Damage skip, solo Riven and challenge
Alternative strategyThe damage skip (“Riven cheese”). Instead of trading eyes, the whole fireteam burns her to her last bar before she can wipe you, then plays the Ascendant climb and final stand normally. It needs a lot of burst; it's the standard farm method and what Esoterickk's solo runs use.
Everyone goes to one room (teams usually pick the crystal room). Watch the back wall where Riven appears: if a shadow crosses it, stay — she comes to you after the other room. If not, leave and hug the purple crystal wall until the Joining Allies countdown returns you to the start, then race to the other room before she arrives.
Stack on the upper left of that room, where her limb rests when she comes through. Put down Well of Radiance and hammer the limb.
Esoterickk also uses an audio cue to pick the room; the shadow is the visible version.
SoloMonument · 2026-06/07Esoterickk's solo Riven: Wish 7 from a fresh run, then the skip above. His guide's setup — 200 Super, four Riven's Curse mods, Star-Eater Feast of Light stacks and the Hail the Storm artifact perk, per his description — sent her to the last bar in every one of his five test runs. The Warlock version stacks Winter's Guile to 10, casts Song of Flame, then shotgun + Celestial Fire; it was still working in his 2026-07-15 run, after the 9.7.0.3 hotfix.
Known bugs Tentacles and mouth sometimes stop taking damage; an essence can kill its holder on the correct symbol yet still start the lift; the entry rooms have Joining Allies spots.
ChallengeStrength of Memory: no player may shoot the same eye twice.
Lore lens
Riven is the last known Ahamkara, kept by the Awoken for generations in the Keep of Voices and Taken since the Taken War. The voice taunting you all raid is the Siren of Riven. Killing an Ahamkara doesn't end its power — Petra's closing words are that Riven would grant one last wish, one last curse.
Next → QueenswalkKilling the Blight in her throat gives the Queenswalk checkpoint. The heart is on the ground inside her; it will choose its first carrier as soon as the encounter starts.
“Riven's Heart chooses …” — that player picks it up
Clock
15 s per carrier · each carrier can be reset once
Wipe
All six inside the heart — “Trapped for Eternity”
Bring
Add-clear Supers for the first room, a machine gun, Centurion control
Only the chosen player can hold the heart. The carrier can walk and single-jump — no weapons, no abilities. Its aura keeps Creeping Darkness off everyone nearby, but when the carrier's timer ends they're pulled inside the heart, along with anyone standing too close, and a new carrier is chosen.
The loop
You see
It means
Who
Then
“Riven's Heart chooses [you]” · Fate's Chosen
You're the carrier for the next 15 s.
Chosen player
Pick it up, walk the route, count your timer out loud.
Creeping Darkness stacking on escorts
You're outside the aura. The aura shrinks as the timer runs down.
Escorts
Stay close, then step back in the last ~2 s so you aren't pulled in too.
Timer hits 0 — carrier vanishes, heart drops
They're inside the heart; a new carrier is chosen.
New chosen player
Wait a beat — the heart also pulls in anyone who touches it right after a teleport — then grab it.
Inside the heart: Taken, Mights of Riven, Strength orbs
One Strength orb per player inside. Taking them all resets the current carrier to 15 s — once per carrier.
First player inside
Take all but one; grab the last at 2–3 s on the carrier's count. Max two Strength each.
First room out of Riven: three Centurions
Their darts are the biggest threat of the run.
Escorts
Kill them first — one left, one ahead, one at the next doorway. Use Supers here; this is the densest room.
Heart routeSchematic · read bottom to top
Heart routeCenturion room
Six-player split
Carrier
Random. Walk, jump, count down. Nothing else.
Escorts
Centurions first, then whatever blocks the path; one player calls the route.
Inside
First player in owns the last Strength orb for every carrier.
When it goes wrong
Two early losses in the first room (deaths or accidental pulls). You're usually too short-handed to finish — wipe and restart from the checkpoint.
Anyone who dies is pulled into the heart. Keep going: the heart run is short and can be finished with four.
The heart rolled out of reach. Drop it before the second set of pink teeth inside Riven's mouth.
Carrier knocked off the tunnel path by Phalanxes. Kill them ahead of the carrier.
Solo Queenswalk
Glitch routeMonument · 2026-07Esoterickk's solo Queenswalk needs a fresh Queenswalk checkpoint (solo Riven gives you one). It uses an Eager Edge skate out of bounds before the encounter starts, then the Universal Cannon Glitch (built up by toggling Soul Siphon on Voidwalker) so you can lift the heart without starting its timer. The rest is a precise route shown in the video; he credits Sly Rocko, Nappy, Beach, Timbouton and others for finding it.
HistoricalThe Final Shape · 2024 The earlier solo relied on Transcendence and Diamond Lances to reset the heart. Superseded.
Lore lens
“Fetch the heart! Hurry!” The Techeuns want Riven's heart to purify it, and the objective is literal: take the stone to the Techeun. Everyone drawn inside is freed when it's delivered.
Then → lootChests appear under the Awoken statues. Open one per Ethereal Key — see loot.
Both hidden chests sit on traversal legs, so a full clear passes right by them. Solo players reach them from wish-wall checkpoints. In a week when Last Wish is a featured raid they drop Tier 5 armor on a weekly lockout; in other weeks, Tier 3.
Chest 1 · the bridge before Shuro Chi
Stand at Shuro Chi's door (or load the Wish 4 checkpoint) and turn around: there's a large rock and a stone bridge above.
Climb the mossy platforms up the rock and keep climbing until you're on the bridge.
Follow the bridge to where it has broken off. Jump the gap.
Look down: a rock ledge sticks out below. Drop onto it — the chest is there, beside the first column you pass under on the normal path.
An Eager Edge sword makes the climb much easier.
Chest 2 · the big tree before Morgeth
Normal run: after Shuro Chi, go into the building, climb the tree and pass through the crystal room to a big tree.
Take the exit on the left and work along the ledges on the left of the cliff face. The chest is on the cliff edge.
From the Morgeth checkpoint (Wish 5): plant a rally banner, face the broken bridge and cross the gap — Titan: jump → Eager Edge → Thundercrash → Eager Edge → jump → Eager Edge; Warlock: wellskate; Hunter: shatterskate. Then go through the cave on the right, climb the tree, and keep going up and forward.
The Glittering Key chest (Wish 2)
Enter Wish 2 at the wall. If you teleport, use Wish 5 (Morgeth), not Wish 6 — you can't walk back from the Vault. After Morgeth, at the outdoor section, turn right and climb the tall rock pillar; the chest is on top. It only opens with a Glittering Key, a rare drop from the end chests, and holds the Ermine TAC-717 ship.
The encounter sections teach the intended fight. These are the alternatives, labelled by kind and by the patch period they were shown in. Intended / technique works by design; Bug and Glitch can be removed by any hotfix.
Build around jobs: one burst heavy, one add-clear tool, one survival tool, plus whatever the encounter's mechanic asks for. Each tag says what the pick is doing for you: DamageSurvivalAdd clearMovementMechanic. Weapon names are the Monument-era examples from the PvE weapons guide; swap the gun, keep the job.
Rocket or heavy GL with a burst roll; a team heal.
DamageSurvival
About 15 s of damage before you must run for a door, and her head is small and moving — splash burst beats precision. Healing covers Blight strips and the Psion wave after each blast.
Linear fusion or rockets; a dart-killing primary; Taken Armaments if you have it.
DamageSurvivalMechanic
His crit spot is huge, so ranged precision heavy is safe and strong. Axion darts punish anyone who ignores them. Taken Armaments turns grenade kills on Taken into Heavy ammo.
Long-range precision special; Well or Ward of Dawn; add control; healing for the Ascendant.
MechanicSurvivalAdd clear
Eyes and weak spots are far away and must be hit exactly. Ogres in the top room shove and hurt. Ascendant Atrophy stops regeneration — healing grenades and overshields carry the climb.
The Solar heavy exotic fusion rifle — a continuous beam that leaves delayed explosions. It drops only from the Queenswalk end chests. Each chest you open can roll it, and you open one chest per Ethereal Key.
Keys: Riven awards one. You can hold five, so solo farmers stack five Riven kills, then run one Queenswalk.
Wish 1: one extra key, once per account.
No weekly lockout on the exotic since Update 9.1.0.2 (2025-09-23).
Catalyst: random from the Queenswalk chests, or from Morgeth in Pantheon.
Monument reward rules
Two raids are featured each week. Featured: encounters drop Deepsight weapons or Tier 5 armor and can be farmed; hidden chests give Tier 5 armor on a weekly lockout. Not featured: a chance at Deepsight weapons and Tier 3 armor. Feats raise the reward grade (Challenges: +3).
Esoterickk reports that Riven gave keys and Tier 5 loot even outside featured weeks, while Kalli's single drop was Tier 5 only when featured.
Weapons: Age-Old Bond, Transfiguration, Nation of Beasts, Tyranny of Heaven, Chattering Bone, Apex Predator, The Supremacy, Techeun Force — craftable, with the updated 9.7.0 perk pools and tier upgrades. Armor: the Great Hunt set, now tiered with a set bonus. Extras: Numbers of Power emblem (Wish 3), Ermine TAC-717 ship (Wish 2 chest).
Monument baseline: last gameplay patch Update 9.7.0.3 (2026-07-07). Update 9.7.0.4 (2026-07-28) shipped without notes; Update 9.7.0.5 (2026-10-07) is an anti-cheat back-end fix only. Checked 2026-10-08. Bungie's 2026-09-21 announcement about restoring vaulted content doesn't touch Last Wish, which was never vaulted.
For generations the Awoken kept a secret in the Keep of Voices: Riven of a Thousand Voices, the last known Ahamkara. She has been Taken. Queen Mara Sov and Petra Venj send the Guardians up through the City — freeing the Techeun sisters Kalli and Shuro Chi on the way — to kill her and carry her heart to the Techeuns.
“The Guardians killed Riven and ripped out her heart. But Ahamkara transcend death… I should have known that Riven would grant one last wish… one last curse.” — Petra Venj