Kell's Fall: What Most Destiny 2 Players Get Wrong About Fikrul's Fortress

Kell's Fall: What Most Destiny 2 Players Get Wrong About Fikrul's Fortress

So, you’re finally heading back to the Tangled Shore. Sorta.

If you’ve been keeping up with the seasonal beats, you know Kell's Fall isn't just another checklist mission. It’s the centerpiece of Episode: Revenant Act 3. Honestly, the first time you load into that asteroid barge and see the Scorn onlookers just... watching? It’s creepy as hell. It feels different from the usual "shoot everything that moves" intro. You’re basically a gladiator entering Fikrul’s twisted version of a stadium.

What is Kell's Fall exactly?

Basically, it’s a series of Exotic Missions introduced in the later half of the Revenant episode. You’re storming Fikrul’s "Revenant Fortress" to settle the score on who actually deserves to lead the Eliksni. Is it Mithrax? Is it Fikrul? The mission is how you get your hands on Slayer’s Fang, that Void Exotic shotgun that’s been making the rounds.

You’ve got a few versions of this mission—like the "Reflection" variant—but they all follow the same weird, trippy logic of shifting between reality and the Revenant Plane.

The mechanics that trip everyone up

The biggest thing people mess up in Kell's Fall is the mirror mechanic. You’ll see these cracked mirrors with red, glowing fissures. If you don't shoot them or jump through at the right time, you’re just gonna stand there staring at an immune boss.

  1. The Mirror Dimension: Everything goes pink and shimmering. You get a "Refracting" timer. If that hits zero, you're dead. Simple as that.
  2. Revenant Essence: Inside the mirror world, you need to hunt down "Revenant Essentia" (usually those annoying Strand-wielding Weavers).
  3. Empowerment: Once you grab 10 stacks of essence, you get the Revenant Empowerment buff. This is the only way to hurt the "Pit Enforcers" or the final boss phases back in the real world.

It’s a rhythm. Real world -> Mirror -> Kill Weavers -> Get Buff -> Real world -> Damage Boss. If you try to stay in the mirror world too long to "farm," the timer will absolutely catch you off guard. I've seen entire fireteams wipe because they forgot to look at the clock.

That damn Organ Room

Okay, let’s talk about the room with the giant pipe organ.

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If it's your first run, just ignore it. Seriously. You’ll hear Crow and Eido yapping about it on the radio, but for the basic mission completion, you just need to head to the upper left balcony. The organ is actually part of a secret quest for the Slayer’s Fang catalysts and some hidden lore entries.

If you are hunting secrets, you have to light specific braziers in both the real and mirror dimensions to unlock the organ's pipes. It’s a bit of a headache. The braziers are often tucked behind glowing rubble you have to shoot.

Fighting the Barons (Again)

The mission feels like a greatest-hits tour of the Forsaken DLC. You’re gonna fight:

  • Araskes, the Trickster: She still drops fake ammo bricks. Don't pick them up. You’d think we’d learn after seven years, but nope, I still see people blowing themselves up.
  • Hiraks, the Mindbender: This fight is mostly a platforming test in the cave system. You have to jump through mirrors to find braziers while Hive Wizards try to pelt you with arc blasts.
  • Kaniks, the Mad Bomber: He’s the main hurdle in the "Fighting Pit."

Watching Fikrul bring these guys back with the power of the Echo is a punch in the gut for anyone who remembers Cayde-6. It’s meant to be. The game is explicitly telling you that the work we did years ago is being undone by this new "Lich King" version of Fikrul.

Why the ending is controversial

Without spoiling every single line of dialogue, the way Kell's Fall wraps up the "Kell of Kells" prophecy has some fans pretty annoyed.

For years, the lore pointed toward Mithrax being the chosen one who would unite all Fallen houses. In this mission, Fikrul claims the title for himself because he’s literally "healing" the Eliksni by turning them into immortal Scorn. He sees himself as a savior.

By the end of the Act 3 storyline, the prophecy gets resolved, but it’s not with a massive crown or a throne. It’s more of a "default" win for House Light. Some players feel it's a bit of a letdown compared to the build-up, but from a narrative standpoint, it shows that the title of "Kell of Kells" was always a burden rather than a prize.

Expert Mode Tips

If you're jumping into the Expert version (recommended power is usually around 1995 or higher depending on the season's cap), bring anti-barrier and overload tools. The Grim (the flying bat things) are a nightmare here.

  • Loadout: A good Void build is king. Since the mission has Void threats and often Void surges, something like a Briarbinds Warlock or a Gyrfalcon Hunter works wonders.
  • Survivability: The final boss room has almost no cover. Fikrul’s staff attacks can two-shot you if you’re caught in the open. Use the central mirror structure as a shield.
  • Ammo: Don't rely on the Trickster's drops. Use finder mods. Honestly, just use a Lead from Gold weapon if you're worried about economy.

Actionable Next Steps

To get the most out of your runs, don't just clear it once and dip.

First, finish the base mission to unlock Slayer's Fang. Once you have the gun, go back in on a second run specifically to interact with the Organ. You'll need to find the "Scorned Organist's resonant pipe" which is usually a quest drop from Eido.

Keep an eye on the "Illusory Anchors" too. There are six of them hidden throughout the Mirror Gallery and the Throne Room. Collecting them all is usually tied to a seasonal triumph and gives you a massive chunk of rank XP. If you're stuck, look for the faint purple glow in the corners of the Mirror Dimension—they never spawn in the "normal" reality.