Forsaken  ·  The Dreaming City  ·  Raid Guide

Last Wish Queensguard

"Riven of a Thousand Voices — the last living Ahamkara — sits at the heart of the Dreaming City, Taken and corrupted by the Darkness. She granted a wish that shattered the City. You must venture into her lair and tear the wish from her heart."

Players 6
Location The Dreaming City
Encounters 5
Exotic One Thousand Voices
Seal Rivensbane
Encounters
01
Kalli
The Corrupted · Six plates
02
Shuro Chi
The Corrupted · Song of Ir Yût
03
Morgeth
The Spirekeeper · Taken essence stacks
04
The Vault
Strength / Mobility / Resilience
05
Riven
The last Ahamkara · Final boss
06
Queenswalk
Heart of Riven · Fate's Chosen · deposit
Bonus
Wish Wall
All 15 wishes · effects & codes
Armor Perks
Origin Trait
Explosive Pact
This weapon gains bonus stability and reload speed when activating a grenade ability. Healing grenades and grenade final blows grant additional stacks of the bonus.
2 Piece Set Bonus
Taken Barrier
Grenade final blows temporarily reduce incoming damage.
4 Piece Set Bonus
Taken Armaments
Grenade final blows grant additional Heavy ammo progress.
Loot Table
No encounter-specific loot pool Any weapon can drop from any encounter chest. All armor ("Great Hunt" set) can drop from any encounter.
Kinetic
Primaries
Nation of Beasts
Hand Cannon
Adaptive Frame · 140 RPM
Chattering Bone
Pulse Rifle
Lightweight Frame · 450 RPM
Transfiguration
Scout Rifle
High-Impact Frame · 150 RPM
Tyranny of Heaven
Combat Bow
Lightweight Frame
Energy
Specials
The Supremacy
Sniper Rifle
Rapid-Fire Frame · 140 RPM
Age-Old Bond
Auto Rifle
High-Impact Frame · 400 RPM
Techeun Force
Fusion Rifle
Adaptive Frame · 667 Charge Time
Power
Heavy
Apex Predator
Rocket Launcher
Adaptive Frame · +10% Damage
One Thousand Voices
Exotic Fusion Rifle
Random drop from final chest (Riven).
1KV Catalyst
Exotic Catalyst
Drops from final chest or Pantheon completion.
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01
Encounter
Last Wish · The Dreaming City
Kalli, the Corrupted
Symbol reading · six plates · cubbies · damage phase
Once one of the Queen's most trusted Techeuns, Kalli was among those lost during the Taken War — her mind shattered, her loyalty unmade. She has dwelled in the Confluence ever since, a broken fragment of what she was, tending the door to Riven's lair. She will not let you pass willingly.
6 Plates Taken Blights Wipe Mechanic Damage Phase
Key Mechanic — Symbol Reading & Plates

Nine plates ring the arena — but only six are active each round. Look at the three pairs of matching symbols orbiting Kalli in the centre to know which six to use. Each plate is divided into thirds: two thirds will be covered in Taken Blight at any time, leaving one third safe to stand on. That safe section shifts as you stand on it, so stay mobile. Once all six plates are held and their knights killed, everyone converges on Kalli for the damage phase. After a damage window, she triggers her song — small alcove doors open in the wall beneath her, and the music swells. Get into a cubby before the doors close. Anyone outside when the song fires dies. Kalli then briefly becomes immune and teleports to a new position. She has three positions total — her start and two more. If she reaches the third without dying, the encounter fully resets.

The Song & the Cubbies When Kalli sings, the music swells and small alcove doors open in the wall beneath her — that's your cue. Get into a cubby, one per person. Anyone not inside when the song fires dies. It's not a full wipe — players in cubbies survive — but every guardian left in the open goes down instantly. Kalli is still damageable right up until the song triggers, so keep shooting until the doors open.
Plates Total
9
9 in the arena — only the 6 matching Kalli's symbols count
Teleports
2
Kalli has 3 positions total — miss all 3 and it's a full reset
Min Players Per Plate
1
One per plate is enough — assign pairs for safety
Roles & Split
Symbol caller — 1 player
One player goes to the centre arena at the start and reads the three pairs of symbols orbiting Kalli. Calls them out so the rest of the team knows which six plates to go to. Anyone can do this — it just needs to be one clear voice.
Plate holders — all 6 players
Once symbols are called, everyone finds their matching plate. Stand on it, avoid the Taken Blight half, kill the knight that spawns, then head to centre. All six plates must be occupied at the same time for the shield to drop.
Everyone does the same job There are no dedicated roles in this encounter. Every player reads symbols, takes a plate, kills their knight, damages Kalli, and hides in a cubby. Six plates, six guardians, one each. The only exception is nominating one clear voice to call the symbols at the start of each round.
Step-by-Step Flow
00 Read the symbols
  1. 1
    Go to the central arena and look at Kalli. Three pairs of matching symbols orbit her — these identify your six target plates out of the nine around the arena. One person calls them out clearly.
  2. 2
    Each player claims one of the six matching plates. Coordinate quickly so nobody doubles up and leaves a plate empty.
01 Hold the plates
  1. 3
    Two thirds of each plate is covered in Taken Blight. Find and stand on the safe third. The blight isn't a debuff — it kills you outright if you're standing in it. Stay mobile as the safe section shifts.
  2. 4
    A Taken Knight spawns at your plate. Kill it while staying on the safe third. Once it's dead, head to the center.
  3. 5
    When all six knights are down across all plates, everyone heads to the centre arena for the damage phase.
02 Damage phase
  1. 6
    Place Well of Radiance in the middle of the arena. Everyone stacks in the Well and fires Linears or Rockets. Keep shooting until the cubby doors open — she's still damageable right up until the song triggers.
  2. 7
    Listen for the music swell and watch for the alcove doors opening in the wall beneath Kalli. When the doors open, sprint to a cubby immediately.
03 Survive the song — cubbies
  1. 8
    One player per cubby — do not share. The doors close just before her song triggers — anyone not inside dies instantly. Players sealed in survive. After she teleports, the doors reopen and players are let out.
  2. 9
    Kalli teleports to a new position. She has three positions total — her starting spot plus two more. Survive all three without killing her and the full encounter resets. Aim to finish within two phases.
  3. 10
    Repeat: symbols → plates → knights → centre → damage → cubbies. The symbol pairs change each round, so re-read them at the start of every cycle.
Recommended DPS — Well of Radiance + Linears Place Well of Radiance in the centre of the arena. Everyone stacks in it and fires Linear Fusion Rifles or Rockets. Keep shooting until the cubby doors open — Kalli is still damageable while her song begins. With current power levels a clean first phase with supers can end the fight immediately.
Enemy Threats
Priority Kills
  • Taken Phalanxes — shield bash will knock plate holders off their spot.
  • Taken Knights — high health, spawn mid and late phases.
Watch For
  • Taken Strength — debuff from Blights reduces ability regen near them.
  • Phase 3+ — add density increases sharply. Have dedicated add-clear.
02
Encounter
Last Wish · The Dreaming City
Shuro Chi, the Corrupted
Crystal triangle · symbol rooms · damage gates
Shuro Chi was the Queen's poet — her voice a weapon of unmaking. The Taken War claimed her mind but not her power. She recites endlessly now, an old song the Dreaming City was never meant to hear, climbing toward something neither she nor you can name. You must break her concentration. Again and again, until there is nothing left to recite.
Crystal Triangle Symbol Rooms Damage Gates 3 Floors
Key Mechanics Overview

This encounter has two repeating mechanics: the crystal triangle to break Shuro Chi's shield and trigger a damage phase, and the symbol rooms that appear every two damage phases. The overall flow is: race along the path killing adds → find shielded Shuro Chi → do the triangle → damage her until a gate → follow the path again → repeat. Every two damage phases a symbol room blocks your path upward.

Assign players 1–4 before starting Four players take numbered roles (1–4) for the symbol rooms. The other two are add clear throughout. Keep the same numbers all encounter — players need to track which floor plates they've already stood on.
Mechanic A — The Crystal Triangle

When you reach Shuro Chi she will be shielded, standing in the middle of three plates arranged in a triangle. Players 1–3 each pick up a crystal from a plate, then stand on it. Each player continuously shoots their crystal at the plate player to their right, forming a clockwise triangle of beams. This breaks Shuro Chi's shield. Jump off the plates immediately once the shield drops — standing on them deals constant tick damage.

Get off the plates fast The moment the shield breaks, step off. The plates deal rapid tick damage — lingering on them even briefly will kill you.
Players 1–3 — crystal triangle
Each takes a plate, picks up the crystal, and shoots it toward the player on the plate to their right. All three must be firing simultaneously to form the triangle and break the shield. Jump off the moment it drops.
Players 4–6 — add clear & damage support
Keep the area clear of Taken while the triangle is formed. Once the shield drops, everyone converges for the damage phase. Players 4–6 do not stand on plates.
Damage Phase — Health Gates

Once the shield is broken, damage Shuro Chi until she reaches a health gate — roughly one sixth of her total health. The gate is obvious: she becomes immune and teleports away. Follow the path, kill adds, and find her again. The triangle repeats at each damage gate. Every two damage phases, a symbol room blocks the path forward.

Mechanic B — Symbol Rooms

Every two damage phases you enter a room with a 3×3 grid of floor plates and three large symbols on the walls — left, back, and right. Each wall symbol is displayed as a 3×3 grid but is missing four of its nine sections. Players 1–4 work through each symbol in order (left → back → right), reading the missing sections and standing on the corresponding floor plates simultaneously.

How to read the missing sections — face the symbol

Plate numbering is always relative to the symbol you're currently facing. When you turn to face a wall symbol, plate 1 is always top-left from your perspective, reading across like a keypad: 1–3 top row, 4–6 middle, 7–9 bottom. This means the physical floor plate that counts as "plate 1" changes each time you rotate to a new wall — the same floor tile might be plate 3 for the left symbol and plate 1 for the back symbol.

Example: symbol on the left wall is missing sections 1, 3, 5, 9 — Player 1 stands on the floor plate that is top-left when facing left, Player 2 on top-right when facing left, and so on. Then everyone turns to face the back wall, and the numbering resets from that new orientation.

Plate conflicts from rotation A single player cannot stand on the same physical floor plate twice — but another player standing on it later is fine. Because plate numbering rotates with your orientation, the same tile can come up again under a different number for a later symbol. If you realise you'd need to return to a plate you already used, call it out before jumping: swap that position with another numbered player, or have an add clear player step in for just that one plate. The plate itself isn't locked — only that specific player can't reuse it.
Players 1–4 — symbol readers
Face the active wall symbol. Read the missing sections (numbered 1–9, keypad order). Stand on the floor plate matching your number. All four jump simultaneously when ready. Rotate to the next wall after each symbol completes.
Players 5–6 — add clear & flex
Clear any Taken that spawn in the symbol room. If a plate conflict arises — two players needing the same floor plate — step in and take one of the symbols for that wall. Communication is key.
Step-by-Step Flow
00 Race the path
  1. 1
    Start the encounter and run the path. Taken adds spawn throughout — kill them as you go. You're racing toward Shuro Chi's position.
  2. 2
    Find Shuro Chi shielded at a set of three plates. Players 1–3 each take a plate, pick up a crystal, and begin shooting clockwise to form the triangle.
  3. 3
    Shield breaks — jump off plates immediately. Converge and damage Shuro Chi until the health gate kicks in (one sixth of her health). She teleports away.
01 Repeat — two damage phases
  1. 4
    Follow the path to her new position. Kill adds. Do the triangle again. Damage to the next gate.
  2. 5
    After two damage phases, a symbol room blocks the path. Enter the room. Players 1–4 face the left wall symbol first.
02 Symbol room
  1. 6
    Read the left wall symbol. Identify the four missing sections (keypad numbering). Players 1–4 each take their section's floor plate. Call ready and jump simultaneously.
  2. 7
    Symbol pulses — rotate to the back wall, then the right wall. Repeat the process. Track used floor plates — no plate can be reused in the same room.
  3. 8
    All three symbols complete — platforms appear. Climb up to the next floor. Two more damage phases await, then another symbol room, then the encounter ends.
Full loop Path → triangle → damage × 2 → symbol room → path → triangle → damage × 2 → symbol room → done.
Enemy Threats
Priority Kills
  • Taken Knights — high health, block path progress.
  • Taken Thralls — flood the path between positions. Supers or grenades.
  • Taken Phalanxes — their shield bash can knock players off floor plates in the symbol room. Clear them before starting a symbol.
Watch For
  • Health gate — Shuro Chi becomes immune at each gate. Don't overshoot and waste DPS time.
  • Plate tick damage — get off the triangle plates the instant the shield drops.
  • Used floor plates — track yours across all three symbols in the room or you'll fail a symbol.
03
Encounter
Last Wish · The Dreaming City
Morgeth, the Spirekeeper
Taken Strength · cleanse · one phase
Morgeth does not think. It does not plan. It was dreamed into being by Riven to stand between you and the deeper dark — a mass of Taken will that grows heavier the longer it endures. Every fragment of its essence you carry brings it closer to breaking you with its own weight. You cannot avoid touching it. You can only manage how much of it you hold.
Taken Strength Cleanse Mechanic One Phase
Overview

The arena is split into left and right sides, three players each. Taken Strength orbs spawn in sets of four around the arena — players must collect all of them without any single player reaching five stacks, which instantly kills them. Once all eight are collected and yellow-bar enemies are cleared, a final tenth orb spawns. The first/last player picks it up, everyone retreats to the back wall, and the team damages Morgeth to close out the encounter.

Three stacks of Taken Strength = instant death No player can hold three or more stacks at once. The entire mechanic revolves around distributing stacks carefully and cleansing before anyone hits the cap.
Roles
First / Last — 1 player (Left side)
Picks up only the very first Taken Strength orb at the start of the encounter, and the very last (tenth) orb that triggers the damage phase. Does not pick up any orbs in the two sets of four. Acts as bookend for the whole sequence.
Left carrier A — 1 player (Left side)
Picks up both left-side orbs from the first set of four (2 stacks). After a short time, this triggers a lock-down — they become frozen in place. The Cleanser must reach them and use their grenade to cleanse all stacks, freeing them. Carrier A ends at 0 stacks.
Left carrier B — 1 player (Left side)
Picks up both left-side orbs from the second set of four (2 stacks). Does not touch the first set. Kills adds on the left side while Carrier A is being cleansed.
Cleanser — 1 player (Right side)
Kills a Taken Captain, an Eye of Riven, which drops the Eye of Riven orb. Picks it up. Watches Carrier A — when they get locked down, rushes over and uses their grenade ability to cleanse the stacks and free them.
Right carriers — 2 players (Right side)
Each picks up one orb from the first set and one from the second set. Both end on 2 stacks each. Kill adds on the right side.
Step-by-Step Flow
00 Start & first orb
  1. 1
    First/Last picks up the single opening Taken Strength orb that spawns at the start of the encounter. This triggers the encounter properly and begins add spawns. Everyone else kills adds on their side.
  2. 2
    Cleanser finds and kills an Eye of Riven — a Taken Captain — which drops the Eye of Riven orb. Pick it up and hold it. Don't use it yet.
01 First set of four orbs
  1. 3
    Four Taken Strength orbs spawn. Right side: each carrier picks up one (1 stack each). Left side: Carrier A picks up both left-side orbs (2 stacks). Carrier B picks up nothing this round. After a short delay, Carrier A will become locked down and frozen in place — Cleanser should be ready to move.
02 Second set of four orbs
  1. 4
    Four more Taken Strength orbs spawn. Right side: each carrier picks up one (2 stacks each). Left side: Carrier B picks up both left-side orbs (2 stacks). Carrier A picks up nothing — they are already locked down and being cleansed.
  2. 5
    Cleanser rushes to Carrier A and uses their grenade ability on them. The Eye of Riven orb fires and cleanses all stacks, freeing them. Carrier A is back to 0 stacks.
03 Clear yellows & tenth orb
  1. 6
    All eight Taken Strength orbs are now collected. Kill any remaining yellow-bar enemies in the arena — the tenth orb will not spawn until they are dead.
  2. 7
    The tenth orb spawns at the same location as the very first one at the start of the encounter. First/Last picks it up.
  3. 8
    Everyone moves to the very back of the arena, against the door. This positions the team for the damage phase.
04 Damage Morgeth
  1. 9
    Damage Morgeth now. Aim for the large glowing tumor on his back — that's the crit spot. He has low health and a one-phase kill is almost guaranteed with a full fireteam. Supers, heavy, everything.
Enemy Threats
Priority Kills
  • Yellow-bar enemies — must all be dead before the tenth orb spawns. Don't wait until the end to deal with them.
  • Eyes of Riven — Taken Captains that drop the Eye of Riven orb. Cleanser must kill one and pick up the orb before Carrier A gets locked down.
  • Taken Ogres — the primary add threat on both sides. High priority throughout.
Watch For
  • Stack count — always know how many stacks First/Last is carrying. Call it out on the second pickup set.
  • Cleanser timing — Carrier A won't lock down instantly, but don't dawdle. Be positioned on the left side and ready to throw grenade the moment they freeze.
  • Morgeth crit spot — the tumor on his back. Shooting his body deals significantly less damage.
04
Encounter
Last Wish · The Dreaming City
The Vault
Symbol reading · Antumbra / Penumbra · orb cleanse · 3 cycles
The Vault does not yield to force. It was built by minds that understood patience — a lock with no keyhole, a door that only opens when you have already proven you belong on the other side. The symbols it shows you are a test. The walls it raises are a reminder that it is still watching.
Symbol Reading Antumbra / Penumbra Orb Cleanse 3 Cycles
Arena Layout
The Vault — arena map (credit: idleanimation.com)
Vault arena map

Three rooms surround the central plate area. Tree is on the left, Rock is on the right, and Stairs is at the bottom (spawn-side). Each room has a plate and a back area where Eyes of Riven spawn.

Symbol Callout Reference
Community symbol names — use these callouts
Vault symbol callout reference
Roles
Scribe — 1 reader (Stairs plate)
Reads their centre symbol first each round to kick off the callout chain. Also tracks whether each plate is Antumbra (ANT) or Penumbra (PEN): when a centre symbol is read out, if it appears on another reader's left it is PEN — if on their right it is ANT. The Scribe records this for all three plates and calls it out when the orb carrier needs to cleanse.
Readers — 2 players (Tree & Rock plates)
Stand on their plate and look up. Read three symbols — left, centre, right. When another reader's centre symbol matches one of their outer symbols, call out "left" or "right" and then read their own centre symbol. Also responsible for returning to their back room to kill a new Eye of Riven after the orb carrier has left their room.
Add clear — 1 player per plate (3 total)
Stay close to the plate and protect the reader. Highest priority: Taken Knights that spawn at the back of each room and rush toward the plate. If a Knight reaches the plate and drives its sword into the ground, a chime sounds — kill it within seconds or the encounter wipes. Never leave the plate area unguarded.
Key Mechanic — Symbol Reading & Antumbra / Penumbra

Each reader stands on their plate and looks up to see three symbols in a ring: one centre and one on each side. The Scribe reads their centre symbol first. Whichever reader has that symbol on their left or right calls out the direction, then reads their own centre symbol. This chain continues until all three centres have been called. As each centre symbol is called out: if it appears on the left of another reader's ring it is Penumbra (PEN) — if on the right it is Antumbra (ANT). The Scribe tracks and records this for all three plates.

Left = Penumbra · Right = Antumbra When you hear a centre symbol called out, check if it's on your left or right. Left is always Penumbra, right is always Antumbra. The Scribe notes which designation belongs to each plate.
Step-by-Step — One Cycle
00 Symbol reading
  1. 1
    All readers stand on their plates and look up. Scribe (Stairs) reads their centre symbol first. Whichever reader sees it on their left or right calls "left" or "right" and reads their own centre. Repeat until all three centres are called.
  2. 2
    Scribe records ANT or PEN for each plate as the chain plays out. Call these out clearly once all three are done so the team knows.
  3. 3
    All readers step off their plates. Taken walls rise, sealing off two of the three outer rooms. The one room left open will have an Eye of Riven spawn in the back.
01 Orb pickup & navigation
  1. 4
    The reader whose room is open goes to the back, kills the Eye of Riven, and picks up the orb it drops. Picking it up seals their room with a Taken wall.
  2. 5
    The orb carrier checks the top of their screen — it will read either Antumbra or Penumbra. They need to cleanse on the matching plate.
  3. 6
    Other readers call out which direction the open wall is — the carrier must navigate through the hallway clockwise or counterclockwise to reach the correct room. The reader for that room confirms their plate's ANT or PEN designation if needed.
02 Cleanse & cycle end
  1. 7
    Orb carrier runs to the correct plate and presses grenade to cleanse. That plate is done for this cycle. As the carrier leaves, the reader for that room returns to their back area — a new Eye of Riven will have spawned.
  2. 8
    Repeat the orb pickup and navigation for the remaining two rooms. Once all three plates have been cleansed, all readers step back onto their plates and the next cycle begins.
Three full cycles complete the encounter Each cycle: read symbols → record ANT/PEN → cleanse all three plates. After three complete cycles, the encounter ends.
Enemy Threats
Priority Kills
  • Taken Knights — spawn at the back of each room and charge the plate. If one drives its sword into the ground, a chime sounds. Kill it within seconds or the encounter wipes.
  • Eyes of Riven — Taken Captains in the back of each room. Kill and pick up the orb. A new one spawns each time the room is used.
Watch For
  • Sword chime — if you hear it, drop everything and kill the Knight immediately. Everyone in earshot should call it out.
  • Wrong plate cleanse — cleansing on the wrong ANT/PEN plate wastes the orb. Scribe must be clear and accurate with their designations.
  • Navigation direction — the orb carrier only has one path open. Other readers must quickly call clockwise or counterclockwise.
05
Encounter
Last Wish · The Dreaming City
Riven of a Thousand Voices
Split rooms · symbol cleanse · eye destruction · ascendant plane
She granted every wish the Awoken ever asked of her, until there was nothing left of her to give freely. The Taken took the rest. What stands at the bottom of the Dreaming City now is not the dragon who shaped a Queen's fleet — it is what's left after a thousand voices stopped being her own. Killing her will not undo what she became. It might be the only mercy left to offer.
Split Rooms Symbol Cleanse Eye Destruction Ascendant Plane
Encounter Overview

This is a long, multi-phase encounter with five distinct stages: two lower-room cycles (split into two teams of three), a top-level group damage phase, a Riven weak-point shooting phase, an Ascendant Plane jumping puzzle, and a final stand. The whole sequence — lower rooms → top level → weak points — repeats until Riven's last chunk of health is gone, at which point you're pulled into the Ascendant Plane regardless of where you were in the cycle.

Split into two teams of three before starting Decide your two trios before stepping on the starting plates. All six players standing on the plates triggers the descent — you'll then run left or right into the blue room or yellow room.
Phase 1 — Lower Rooms (Blue / Yellow)

Both rooms will see Riven appear and an Eye of Riven appear — only the order differs between rooms:

A
Riven first, then Eye of Riven
Riven appears and glowing eyes are called out, then the Eye of Riven appears and the symbol is cleansed.
B
Eye of Riven first, then Riven
The symbol is cleansed first, then Riven appears and the correct eyes (called out earlier by the other team) are destroyed.
01 When Riven appears in your room
  1. 1
    Bait her tentacle slam or shoot her mouth to deal damage. Enough damage staggers her and two of her eyes begin glowing.
  2. 2
    Call out which two eyes are glowing using the L1–L5 / R1–R5 numbering (see reference image below) to the other team. They'll need to destroy these exact eyes later in their own Riven phase.
02 When the Eye of Riven appears in your room
  1. 3
    Clear enemies, kill the Eye of Riven, and pick up the Taken Essence it drops.
  2. 4
    The Taken Essence holder looks toward the bottom of the stairs — a symbol cycles up the wall five times. Call that symbol out to your partner.
  3. 5
    The other player stands behind the glass and looks into the room to find where that same symbol is located among the Left / Top / Middle / Right positions (see reference image below), then calls out its position.
  4. 6
    The Taken Essence holder uses their grenade ability on the correct symbol to cleanse it.
Symbol positions in the cleansing room (left / top / middle / right)
Symbol positions ringing the cleanse basin
Community symbol callout reference
Symbol callout chart
03 Damage phase & eye destruction
  1. 7
    Once the symbol is cleansed, Riven enters the room for a damage phase. Shoot the Taken orb in her mouth for critical damage until her mandibles shut.
  2. 8
    The moment her mouth shuts, you have only a few seconds to destroy the eyes that were called out earlier. Miss the window and the team wipes.
Destroy the correct eyes or wipe If the correct eyes (called out by the other room) aren't destroyed in time after her mouth shuts, the whole team wipes. Know your callout before her mouth closes.
04 Repeat for the second lower level
  1. 9
    If the correct eyes were destroyed, Riven retreats. Take the lift at the back of the room up to the next level and repeat the entire sequence — Riven appears, Eye of Riven appears, symbol cleanse, eye destruction. The team that gets Riven first may switch between rooms.
  2. 10
    Once both lower levels are cleared, enter the lift in the centre of the room to return to the top level.
Phase 2 — Top Level Group Damage

All six players group up in the centre of the room. Clear Goblins and Ogres while damaging Riven as she appears through one of the black gates. Bait her tentacle slam or shoot her mouth to stagger her — each stagger lights up two eyes. This repeats three times for six glowing eyes total.

Riven's eye/claw numbering (L1–L5, R1–R5) — for callouts
Riven eye and claw numbering reference
Assign an eye the moment it lights up — don't wait When two eyes glow after a stagger, immediately have two players call dibs using the L1–L5 / R1–R5 numbering below and remember their one eye each. Six players each tracking one eye is far easier than everyone trying to remember all six.
  1. 11
    Riven appears through a black gate. Bait her tentacle slam or shoot her mouth when she's vulnerable. Stagger lights two eyes — two players claim them immediately.
  2. 12
    Repeat this two more times (three staggers total, six eyes claimed). Keep clearing Ogres throughout — they're the main threat to add control during this phase.
  3. 13
    Riven appears a fourth time with a Taken orb in her mouth. Group up and deal maximum damage. When her mouth closes, each player destroys the one eye they were assigned. Done correctly, Riven retreats.
  4. 14
    Clear the room and return to the plates to begin the weak-point phase.
Phase 3 — Destroying Riven's Weak Points

With all six players back on the plates, the lift descends slowly. This time Riven is crawling around the central crystal as you descend. Shoot her glowing weak points as they appear — each one destroyed removes a large chunk of her total health.

  1. 15
    Aim for the glowing weak points on Riven as the lift descends. Call them out and focus fire — they don't stay exposed long.
  2. 16
    At the bottom, split back into your two teams of three and repeat the entire lower-room cycle, top level, and weak-point phase again.
The cycle repeats until the last health chunk Lower rooms → top level → weak points → lower rooms again. It doesn't matter which phase you're in when Riven's final chunk of health is reached — the moment it happens, the whole team is teleported to the Ascendant Plane.
Phase 4 — Ascendant Plane

The whole team is teleported to a jumping puzzle around a massive crystal, with Riven's face at the very top. The only goal: reach the beam of light at the top. The moment any one player touches it, the whole team is teleported back to the main room.

Ascendant Atrophy — move fast This debuff prevents health regeneration and slowly erodes your health every few seconds. You have a limited window to reach the top before it kills you. Taken Phalanxes are scattered throughout the jump — add clear matters here too, not just platforming.
  1. 17
    Navigate the floating debris around the crystal toward the top, where Riven's face is.
  2. 18
    Clear Taken Phalanxes blocking the path as needed — don't let them knock you off platforms while Atrophy is ticking.
  3. 19
    The first player to touch the beam of light teleports the entire team back to the main room for the final stand.
Phase 5 — Final Stand

Back in the main room, group up. Riven opens her mouth one last time, revealing a Taken orb — burn her down completely. At zero health she explodes and her mouth opens wide. Run down her throat and destroy the Taken Blight inside.

Metaphysical Bleed — sprint to the Blight Once you're inside Riven's throat, a bleed debuff is slowly killing everyone. Get to the Taken Blight and destroy it as fast as possible — there's no time to be cautious here.
  1. 20
    Group up and burn Riven's final health bar while her mouth is open with the Taken orb exposed.
  2. 21
    At zero health, Riven explodes and her mouth opens. Run down her throat immediately.
  3. 22
    Destroy the Taken Blight before Metaphysical Bleed finishes everyone off. Riven's heart is destroyed — the raid boss encounter is complete.
One encounter remains With Riven's heart destroyed, the fireteam still has Queenswalk ahead — carrying the heart to its repository to fully end the raid.
Enemy Threats
Priority Kills
  • Eyes of Riven — Taken Captains in the lower rooms. Kill for the Taken Essence needed to cleanse the symbol.
  • Ogres — the main add threat during the top-level damage phase. Don't let them go unchecked.
  • Taken Phalanxes — scattered through the Ascendant Plane jumping puzzle. Clear them before they knock you off a platform.
Watch For
  • Eye callouts between rooms — the team that staggers Riven first must immediately tell the other room which two eyes are glowing.
  • Mouth-shut timer — only a few seconds to destroy the correct eyes once her mandibles close. Know your eyes before that window opens.
  • Ascendant Atrophy — constant health drain with no regen. Don't linger on the jumping puzzle.
  • Metaphysical Bleed — inside Riven's throat at the very end. Destroy the Blight fast.
06
Encounter
Last Wish · The Dreaming City
Queenswalk
Fate's Chosen · Heart of Riven · Creeping Darkness · deposit
Riven is dead. But the wish still has to be unmade. Her heart — the seat of everything she bargained with, everything she was — needs to be carried through what remains of her, through the dark between her ribs, to the place where it can finally be put down. She built her body as a maze. You will walk it anyway.
Fate's Chosen Creeping Darkness Heart Carry Timer Extension
Path Overview
Queenswalk — carry path through Riven
Queenswalk path map
Overview

Each round, the game randomly assigns one player as Fate's Chosen — only that player can pick up the Heart of Riven. They carry it through the encounter path. Carrying the Heart projects a large bubble — all other players must stay inside it or they accumulate Creeping Darkness stacks. At 10 stacks they die. Stacks are cleared inside the bubble. The bubble constantly shrinks as the carrier's timer counts down. When the timer hits zero, the carrier is teleported into Riven's Heart. A new player picks up the Heart and continues. Players accumulate inside Riven's Heart over the course of the encounter, keeping the timer alive for the current carrier via Taken Strength orbs. Once the Heart reaches its repository at the end of the path, stepping near it deposits it automatically and ends the encounter.

Don't stand next to Fate's Chosen at zero When the timer hits zero, the carrier is teleported into Riven's Heart. Any player directly adjacent is pulled in with them — which removes them from the outside group when they're still needed. Stand clear in the final seconds.
Roles
Fate's Chosen — rotating
Randomly assigned by the game each round — only this player can pick up the Heart of Riven. Picks it up, moves along the path through Riven's throat toward her tongue, keeping the team inside the bubble. Counts down their timer aloud from ten. At zero they are teleported into the Heart. Their timer can be extended once by a player inside the Heart picking up a Taken Strength orb at the ~2 second mark — after the extension expires they are teleported.
Outside players — everyone else
Stay inside Fate's Chosen's bubble at all times. Kill adds. Call out when Creeping Darkness stacks are getting high. Stand clear of Fate's Chosen in the final 2 seconds of their timer.
Heart players — players already teleported in
Survive inside Riven's Heart and kill adds. When the current outside Fate's Chosen's countdown reaches ~2 seconds, pick up a Taken Strength orb to extend their timer. Once multiple players are inside, all but the original Heart player should pick up their orb immediately at the start of each new Fate's Chosen's turn — the original player waits and picks up theirs at the ~2 second mark.
Step-by-Step Flow
00 First Fate's Chosen
  1. 1
    The game randomly assigns the first Fate's Chosen. Only that player can pick up the Heart of Riven. They pick it up to begin the encounter. A large bubble appears around them — everyone else moves inside it immediately.
  2. 2
    Move through Riven's throat and wait on her tongue. Keep the group moving and inside the bubble. Kill adds as you go. The bubble shrinks — don't dawdle.
  3. 3
    Fate's Chosen counts down their timer aloud from ten. At ~2 seconds everyone steps away from them. At zero they are teleported into the Heart. The Heart drops to the ground.
01 Subsequent carriers
  1. 4
    The game assigns a new Fate's Chosen. Only they can pick up the Heart — it cannot be picked up by anyone else. They continue down the path. The cycle repeats — bubble up, stay inside, kill adds, count down.
  2. 5
    When the countdown reaches ~2 seconds, the player inside the Heart picks up a Taken Strength orb to extend the outside carrier's timer. Each carrier's timer can only be extended once. After the extension expires they are teleported in.
02 Managing the Heart
  1. 6
    From the third Fate's Chosen onward, multiple players are inside the Heart. At the start of each new carrier's turn, a Taken Strength orb spawns in the Heart for each player inside. All players except the original Heart player pick theirs up immediately. The original player waits and picks up their orb at the ~2 second mark to trigger the extension.
  2. 7
    Continue along the path until the group drops down a hole and finds the Heart's repository. The carrier approaches it — the Heart is automatically deposited. Encounter complete.
Deposit ends the encounter No final damage phase. Walking the Heart up to the repository at the end of the path deposits it automatically. The encounter is over the moment it's placed.
Enemy Threats
Priority Kills
  • Adds along the path — outside players kill everything to keep the path clear for Fate's Chosen.
  • Adds inside the Heart — Heart players must stay alive in there. Kill everything that spawns.
Watch For
  • Creeping Darkness stacks — call out if you're approaching 10. Get back inside the bubble immediately.
  • Proximity at zero — stand clear of Fate's Chosen in the last 2 seconds or you'll be pulled into the Heart unintentionally.
  • Orb timing in the Heart — pick up too early and you waste the extension. The original Heart player always waits for the ~2 second cue.
Bonus
Last Wish · The Dreaming City
The Wish Wall
14 known wishes + 1 mystery · raid skips · lore & effects
A wall of 4×4 panels near the raid entrance. Each panel cycles through symbols when shot. Set all 16 panels to a specific pattern and interact with the submit node to activate a wish. Riven speaks to confirm each grant.
14 Known Wishes Checkpoint Skips Lore & Effects Wish 15 Unknown
How the Wish Wall Works

The Wishing Wall is accessible from the very start of the raid. It has a 4×5 grid of 20 panels (the centre column is the submit activator). Shoot a panel to cycle it forward through the symbol list. Set all panels to the correct symbols for the wish you want, then interact with the submit node at the base. The wish activates immediately and persists for the session.

Reading the grids below Each wish card shows a 4×4 grid matching the wall layout — left to right, top to bottom. Dark empty circles mean that position's symbol doesn't affect the wish. Filled circles show the required symbol. Patterns sourced from the community reference chart (u/Tiredness).
Symbol Legend
Wishes 1–13 shown with actual in-game screenshots. Each card shows the exact panel layout. Wishes 1–14 all confirmed with in-game screenshots. Wish 15 remains undiscovered by the community.
All 15 Wishes
1
To Feed an Addiction
Wish 1 pattern
Effect
Grants an ethereal key used in the raid treasure room.
Wall location: Shattered Throne, after the ogre fight.
2
Material Validation
Wish 2 pattern
Effect
Spawns a chest between the 3rd and 4th encounters.
Wall location: Raid, on ceiling before Riven.
3
Others to Celebrate Your Success
Wish 3 pattern
Cosmetic
Awards “Numbers of Power” emblem. New Dreaming City cutscene (titan shield).
Wall location: Raid, on ceiling before Riven.
4
To Look Athletic and Elegant
Wish 4 pattern
Skip
Warp to 2nd encounter (Shuro Chi).
Wall location: Raid, after the large bridge before 2nd encounter.
5
For a Promising Future
Wish 5 pattern
Skip
Warp to 3rd encounter (Morgeth).
Wall location: Raid, ascendant realm after Shuro Chi.
6
To Move the Hands of Time
Wish 6 pattern
Skip
Warp to 4th encounter (The Vault).
Wall location: Raid, before elevator to the vault.
7
To Help a Friend in Need
Wish 7 pattern
Skip
Warp to final encounter (Riven).
Wall location: Inside Riven’s jumping puzzle.
8
Wish of Desolation
Wish 8 pattern
Effect
Grants a Wish-Ender bounty — spawns Taken Eggs in the raid to shoot for the bow quest.
Wall location: Raid, on ceiling before Riven.
9
Wish of Comfort
Wish 9 pattern
Lore
Plays a lore cutscene. Grants the “Hope for the Future” emblem.
Wall location: Raid, on ceiling before Riven.
10
Wish of Luxury
Wish 10 pattern
Effect
Spawns a chest at the start of the raid.
Wall location: Raid, on ceiling before Riven.
11
Wish of the Lost
Wish 11 pattern
Lore
Plays a unique Riven lore cutscene (“corrupted wish” variant).
Wall location: Raid, on ceiling before Riven.
12
Wish of Jubilation
Wish 12 pattern
Fun
All players equip Gjallarhorn-style horns on their heads for the rest of the run.
Wall location: Raid, on ceiling before Riven.
13
Wish of Valor
Wish 13 pattern
Lore
Changes the music throughout the raid to an alternate Dreaming City ambient track.
Wall location: Raid, on ceiling before Riven.
14
Wish of Adornment
Wish 14 pattern
Lore
Pattern unknown — effect unconfirmed. Community placeholder wish.
Wall location: Raid, on ceiling before Riven.
15
Unknown
"This one you shall cherish." — Riven of a Thousand Voices The 15th wish remains undiscovered. Its pattern and effect are unknown to the community.
Most-used wishes each session Wish 4 (Shuro Chi), Wish 5 (Morgeth), Wish 6 (Vault), Wish 7 (Riven) for checkpoint skips. Wish 1 and Wish 2 for loot bonuses at run start.
Role Assignment
You're add-clear Minc3.
That's all you need to know.