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Destiny 2 Spire of the Watcher Dungeon Guide

This guide will show you how to complete the brand-new Spire of the Watcher Dungeon in Destiny 2. For Season of the Seraph, Bungie has given us the opportunity to explore a forgotten Seraph Vault on Mars. In this guide, we go over every encounter in the Dungeon as well as let you know what you can get for your troubles.

Destiny 2: Spire of the Watcher Dungeon Guide

Season of the Seraph in Destiny 2 has bought with it a brand new Dungeon for players to explore and loot. The Spire of the Watcher is the second new Dungeon to be added to Destiny 2 in 2022 thanks to the Dungeon Pass.

This Dungeon is focused on the discovery of an ancient Warmind Vault on Mars thanks to the tears in time and space created by the Witness. As the Vex storm the facility and with Osiris to aid, you and your fireteam must embark deep into the Dungeon and find the truth of the Spire of the Watcher.

Here’s how to complete the Spire of the Watcher Dungeon in Destiny 2.

Want more Destiny 2 content and articles? You can find more here on KeenGamer:

  1. Destiny 2: Spire of the Watcher Secret Bonus Chest Locations
  2. Destiny 2: All Devilish Recording Locations in Spire of the Watcher
  3. Destiny 2 Season of the Seraph: How it Works
  4. Destiny 2: The Best Season of the Seraph H.E.L.M. Upgrades
  5. Festival of the Lost 2022 Proves That Destiny 2 Events Still Need Work
Destiny 2: The Witch Queen - Spire of the Watcher Dungeon Trailer [UK]

How to Unlock the Dungeon

To access the Dungeon, you first need to stop by the Tower. Go visit Ikora Rey in the Bazaar, who will have a new quest for you.

After accepting Ikora’s message and invitation, head to the Savathun’s Throne World destination on the star map. Right above the Enclave symbol will be a new Dungeon icon for Spire of the Watcher

With Ikora’s warning and the Ares Desperado quest in hand, you can now take on the Spire of the Watcher.

A Quest Accepted

A Quest Accepted

Reestablish Power

The first part of the Dungeon introduces one of the main mechanics of Spire of the Water: Arc Nodes. Around the first combat arena are a bunch of Warmind-like nodes built into the walls, connected by a series of yellow cables.

These nodes are immune unless you have the Arctrician buff. This can be acquired from a special yellow bar Minotaur called a Conductive Minotaur, which drops a puddle on death. Stand in the said puddle and you will receive the Arctrician buff for 30 seconds. 

The main gist of this mechanic is using the Arctrician buff to connect a series of Arc Nodes in a sequence. At the back of the arena is a large mechanism with 4 of these nodes connected to yellow cables that stretch out into the nearby buildings. You need to make a circuit that links back to each of these nodes using the Arctrician buff. 

You need to find where the sequence begins and follow the cable to the next node. There are usually 4 or 5 nodes in each sequence, and they all end at that large group of 4 nodes. 

Use the Arctrician buff to activate all 4 sequences and the floor will open up. Slide on down and you’ll be inside the Bunker.

Arc Node End Point

Arc Node End Point

Begin the Ascent

Once you make it to the bottom, begin poking around to find the way forward. This next section involves a lot of jumping so be ready. 

The main section for the Ascent is a large central room with a ton of Harpies and Hydras. They will fly around, shooting you as you try to float from location to location. They do hit pretty hard, especially the Hydra, so keep on your toes and try to use Snipers or Linears to take them down fast. 

Inside the Facility

Inside the Facility

You will have to jump from platforms suspended from the ceiling, as well as bits of loose scaffolding on connecting walkways. As I said, take your team and be careful as you travel through here – Dungeons have a respawn timer of 45 seconds and this area is classified as a Darkness Zone. If all of your fireteam dies during this jumping puzzle, it will take you back to the beginning. 

Once you’ve passed the jumping puzzle, you will jettison up a large elevator shaft. You’ll find yourself in a data command centre and do a bit more jumping before you arrive at the first main encounter: the Ares Spire.

Hop, Skip and a Jump

Hop, Skip and a Jump

Main Encounter 1 – The Ares Spire

The Ares Spire is the first major encounter of the Dungeon. It’s more of a platform encounter rather than a pure combat challenge. 

You will be ascending three different platforms which all require you to create two separate sequences with Arc Node. Each of the dual sequences will activate a gravity lift, taking you to the next part of the encounter. 

The Apex of the Spire

The Apex of the Spire

The Conduit Minotaurs you’re looking for spawn all around the arena, flanked by various Harpies, Goblins and Hydras. You’ll have to focus, once more, on your jumping ability to get from place to place. There seem to be about 5 or 6 Arc Nodes that must be shot to complete each sequence, so 10-12 Nodes total per floor.

The difficulty in terms of Arc Node placement goes up per floor, with the third floor, in particular, requiring some pretty tense platforming. Cables wrap around one another and go back on themselves, so make sure you know which Node you’re shooting.

Once all three floors have been completed, the encounter will end and you will be rewarded with a selection of Spire of the Watcher loot. 

Activate Arc Node sequences to turn on Anti-Gravity Lifts - Destiny 2 Spire of the Watcher

Anti-Gravity Lift

Main Encounter 2 – Silence the Siren

The next major encounter is against Akelous, the Siren’s Current. This massive Harpy will be familiar to anybody who has played through the Garden of Salvation Raid, where a similar boss served as that Raid’s third encounter. 

The Silence the Siren encounter is a mashup of the 3rd Garden encounter and the Arc Node mechanic. The fight begins with the Siren devouring the data of a Minotaur, just like the start of the Garden of Salvation Raid. Kill the Minotaur to begin the encounter. 

Feasting on Minotaur Data

Feasting on Minotaur Data

At the centre of the arena is another 4 Node panel. The cables lead off to four long platforms covered in Arc Nodes that need to be shot to complete the four sequences. Each platform is referred to as a Fuel Rod and the damage phase will only begin once all 4 Fuel Rods have been completed. While this Arc Node phase is happening, the boss will continually pester you alongside a bunch of Goblins, Harpies and other Vex enemies.

Once you have connected all 4 Fuel Rods, head to the end of the last Rod you completed. Akelous will then hover over and grow in size, exposing a bunch of red lights all over its body. Just like in the Garden encounter, shoot all of the lights before time runs out to expose the core and start damage. If you fail to shoot them all in time, Akelous will hit you with a massive blast of damage which can kill you instantly or push you off the Spire itself. 


After you have shot all the lights, Akelous’ core is exposed and it will begin backing away to the middle of the arena. Deal as much damage as you can while it is backing away. At the end of the DPS phase, Akelous will unleash one final blast of damage so be sure to get out of the way when you see the Vex lights change to orange.

Rinse and repeat the previous Arc Node sequence until Akelous falls. Now, you can claim your loot and move on to the final encounter in Spire of the Watcher.

The boss will run away from you as you damage it - Destiny 2 Spire of the Watcher

Run Away Harpy

Heading Further In

After collecting your loot from the Akelous chest, look underneath it to find your path deeper into the Spire. You’ll enter the guts of the Spire, weaving between different layers of metal and machinery.

The Dungeon mixes things up a bit here. It introduces Arc Nodes with red cables. These can be shot in any order, but they have to all be hit within a set time limit. There are always 5 Nodes to shoot. Whenever you see them try to locate the Nodes before you begin firing.

Continue down deeper and deeper until you reach the base. The final encounter of Spire of the Watcher awaits.

Red Cables

Red Cables

Main Encounter 3 – Perys, Primordial Ruin

Get to the bottom of the Spire and you’ll come face-to-face with Perys, the Primordial Ruin. This boss is a special variant of Wyvern and this fight asks you to maintain both yellow and red cabled Arc Nodes. 

There are two main rooms in this encounter. The front room where you spawn has 5 red Nodes in the middle and 2 yellow Nodes on the left and right sides of the room. Meanwhile, the back room has the ending points for all 4 yellow Nodes, as well as a large mechanical structure in the middle of the arena. You will be fighting in both rooms during the encounter. 

To begin, start by clearing the room of adds. There are Hydras, Goblins and Supplicants all over the place. Keep an eye on the Wyvern, too, who can quickly burst you down.

After you grab the Artrician buff, shoot the 5 red cabled Arc Nodes in the middle of the first room. If the door isn’t closing, remember that there are always red Nodes: 4 on the pillars and 1 above the door. Once the central door has closed, the yellow Nodes on the left or right will have opened up. Now, you must complete the two sequences and link them back to the room at the back.

You need to make sure that the boss is near the back room when the sequences are complete – otherwise, the damage phase will not come to pass. After completing both sequences, a warning will appear telling all players to get to cover. At this point, all players should exit the back room where the Nodes end. Once all players have left the room, the red Nodes will be active again. Shoot all 5 to close the door and begin damage.

Players will have a short 20-second window to pile damage onto Perys as it approaches them from the back room. It will be constantly spraying them will bullets and damage the entire time so a Sentinel Titan or Well Warlock are the best choices here. After he regains his shields, it’s rinse and repeat until the fight ends.

Congratulations! You’ve beaten the Spire of the Watcher in Destiny 2. If you want to go back and find the secret bonus chests hidden throughout the Dungeon, you can find our Guide on their exact locations here.

Final Encounter DPS

Final Encounter DPS

Dungeon Loot

So what can you get for your troubles?

Spire of the Watcher has 4 brand new Tex Mechanica-themed weapons and a whole set of Cowboy armour for every class. You can also get your hands on reprised versions of the Seventh Seraph Carbine Auto Rifle and the Seventh Seraph Revolver with a new perk pool. The Tex Mechanica weapons have access to the new Tex Balanced Stock Origin Trait, while the Seraph weapons have the Raputin’s Arsenal Trait instead.

Dungeon Weapons

Dungeon Weapons

The new weapons available are:

  • Liminal Vigil Stasis Aggressive Burst Sidearm (Kinetic) 
  • Long Arm Arc Aggressive Frame Scout Rifle (Energy)
  • Wilderflight Void Double-Fire Breech Grenade Launcher (Energy)
  • Terminus Horizon Arc High-Impact Machine Gun (Heavy)

This is alongside a chance to obtain the new Exotic Bow Hierarchy of Needs. This is a new Solar Bow with the Exotic perk Guidance Ring. Kills and precision hits charge a Guidance Ring. Arrows shot through the ring gain tracking and bonus damage depending on the distance they travelled. The Bow also comes with a Catalyst, similar to Heartshadow from Duality.

Hierarchy of Needs

Hierarchy of Needs

That is everything you need to complete the Spire of the Watcher Dungeon in Destiny 2.

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