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Dave Thier, Contributor

'Destiny 2' Last Wish Raid Guide: How To Beat Kalli, The Corrupted

Destiny 2.

Spoilers Below

It’s Raid time in Destiny 2: time to beat your head against the wall for hours on end because one fireteam member forgot to do some weird thing and then it turns out it was you who forgot to do the weird thing. Last Wish is a tough one, at least now: the first clear took a brutal 19 hours, much of it on the last boss. Things will hopefully be easier for you, because you’ll have guides. Here’s the first, which will help you beat Kalli, the Corrupted.

For those that don’t know, Raid encounters are much more complicated than your normal strike boss in Destiny 2. Not only do they tend to be tougher, but they also tend to involve a convoluted set of mechanics that allow you to either damage the boss or avoid being instantly killed. These are also usually pretty obtuse if you’re going into it blind: it can be fun to figure it out on your own, but most players let the vanguard, so to speak, take the lead on figuring it out. In this case, the deciphering legwork has been done by Arekz, who has an excellent video version I’ll put below.

The first encounter of the Raid is Kalli, the Corrupted, and it takes place in a sort of Gladiator arena not entirely unlike the Blind Well. She’s a sort of Taken Priestess, which is an archetype we’ve seen for early bosses before like Warpriest and Archpriest.

Destiny 2

Regardless, the early fight will revolve around four symbols with corresponding plates around the room. You’ll see these when you enter: four sets of two symbols. Give them names so your team can communicate, and then pick a symbol. Each symbol corresponds to a plate, so everyone should go stand by their plate. When the time is right, everyone jumps on their plates to begin the encounter.

Next is add-clearing time, which should be pretty similar to the baths from Leviathan. Kill the thralls as they appear, but mind the blights. Stay on your plates, noting that two sections will start lighting up at a time. Go to the non-lit section to avoid getting killed.

After enough time, Knights will spawn on the plates. Killing all six knights will begin the next phase.

Once all the knights are down, meet up in the center of the arena and hit Kalli with everything you’ve got. You’ll want empowering rifts, heavy weapons, snipers, supers: you know the drill. I’m using lunafaction boots, which is amazing for uninterrupted full-team damage. At a certain point, Kalli will raise her hand and you’ll get a message that says “Kalli prepares to wield her weapon.” You’ll want to avoid the weapon.

Destiny 2

At this point, you’ll notice a tow of greenish doors beneath Kalli. These are safe rooms that will allow you to avoid the instant death caused by said weapon. Each one can only fit a single player, however, so work out a system to make sure you’re not getting all Three Stooges fighting over rooms. Go into your rooms, let Kalli do her thing, and the doors will open again.

After the doors open, clear the Thrall in the center of room and then do another round of damage on the boss. You should be able to get some more ammo from the little enemies if you burned through it earlier, and a well of radiance might be able to get some supers back up.

Kalli will prepare to wield her weapon, players will head to safe rooms again, Kalli’s weapon will fail to eliminate her opponents. Raid bosses should really stop giving so much warning.

After the third DPS phase/safe room phase it’s rinse and repeat. The symbols change, so check them and head to the corresponding plates, kill the thralls and the knight and then back to the DPS phase. If you didn’t do enough damage you might need to do three plate rounds.

Fairly straightforward, at the end of the day. You can make it easier on yourself by doing good coordination between rifts, shadowshots and all of that stuff, but really this is one that’s just going to be get easier as players get higher power levels. With enough power you should be able to burn the boss quickly enough as well as avoid too much trouble with the knights.

Again, credit goes to Arekz for figuring this out, or at least for collating it.

 

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